INWO: Deck of the Week
[The 13th Circle] [The Deck of the Week] [DotW Archive]
Welcome to the INWO: Deck of the Week site. This is the 5th incarnation of the Deck of the Week, which was originally instututed by Aaron Curtis. The torch passed to Brian Strassman, then to Ralph Melton, and finally to Alex Yeager, who has now passed it on to me. My name is Martin Lærkes, and I'm a member of The 13th Circle - check it out.
This page contains the the current deck of the week, submitted by an avid INWO player, such as yourself. All past winners of the Deck of the Week award can be found in the archive.
First, let's not kid ourselves. This is no longer deck of the week, or even deck of the month. I've published a few of my own decks for a while, but until I get an actual submission from someone else, there probably won't be any more decks of the week.
I'm primarily looking for clever decks, since ordinary power decks have pretty much been explored by now. I've got no backlog of submissions, so go ahead and show me what you've got. Get writing all you budding deck-authors - your chances of being nominated are better than ever!
Send your submissions preferably in html format (but
otherwise txt, doc and rtf will do fine) to me - firstname.lastname@example.org
- and remember to write "DotW" in the subject line.
The submission must (obviously) include both a 45 card deck-list, as well as a write-up on how to play the deck. If you can divide your submission into the following paragraphs - The Plan, Opening Game, Midgame, Endgame, Potential Problems, Variants & Substitutions - then so much the better! Check out past winners for plenty examples. Submissions of Atlantis or Fasces Romanum decks, featured in the Pyramid article Ancient Secrets will be accepted.
If you need some help keeping track of all the cards that will potentially make your deck even better, then you might want to check out Garys card database, or my handy Deck design tables.
Deck of the Week #88
Whispered by Martin Lærkes
Unknown to the average person, the illuminati are at work behind the scenes of the ordinary world, wielding unbelievable power and arranging conincidences. All those unspeakable things are the secrets man was not meant to know, and precious few know those secrets. Those who speak don't know, and those who know don't speak.
Playing the Deck
The idea is simple: When you take over secret groups from hand, only secret groups and illuminati can interfere. So, if you can make sure that there are only a few illuminati tokens and secret groups out there, there is little your rivals can do to stop you. In fact, if you play Let the Sunshine In, no secret groups may act, cutting the opposition down to just illuminati tokens (and no pesky +10s). Let the Sunshine in would naturally also stop your own secret groups from attacking in the first place, but you can work your way around this by using the few non-secret groups that can attack secret groups.
The 9 Unknown Men are not instrumental to the deck - you could build one without it. But it does allow you to play some zaps and paralyzes that will have your rivals spend their illuminati tokens, and it can also power your Let the Sunshine In. Not bad.
Your second midgame objective is to have your rivals spend illuminati tokens on the turn prior to your victory grab. You have lots of plots to encourage them to do this, like the lovely Giant Kudzu, but a concerted attack against a rivals secret group might also be a good idea, and will knock out a secret group in the process. Gremlins can also bounce back a good resource like the OMCLs, motivating the rival to spend an illuminati token to take it over ASAP.
If you do not have your goal when the time comes, then your plan will have to change slightly. ATO Rosicrucians instead of Junk Mail, dig for your goal, and then wait a turn before unleashing your slurpy surprise.
Finally, Adepts can try to control the Templars ("13 or less"), take over the Necronomicon, or help an attack which is failing. With Center for Weird Studies or More Slack! they may even do 2 of these things. If all went well, you have slurped a lot of groups, and should be very close to your goal. You may already be there. Note that it may be a good idea to spend Hermes token before attacking with St. Janor, so a roll of a natural 2 by Janor can not cost you an illuminati token.
The last element to your victory is Hail Eris. W.I.T.C.H. counts, as will Cattle Mutilators with Gun Control, St. Janor with Overman, and/or Vampires (or one of the others) with the Necronomicon. Notice that if you had to play Secret Master on St. Janor to save him from an attack, you can make him weird again by making him a puppet of something other than your illuminati. This will make the Secret Master permanently illegal, and force you to discard it.
Also note that without its goal, this deck will only go to 11 groups, meaning that it is probably best suited for a 4 player game.
Variants and Substitutions
A cute alternative SMWNMTK slurper relies on Church of the SubGenius. Create a deck that does little but accumulate illuminati tokens. Then use these tokens to take over lots of secret groups in one fell swoop.
As always, have fun.