Skeeve's Home | Table of Contents | Background | Decks & Empires | Discussion Forum |
Cardbase | Card Lists | Promobase | Trade | Calendar |
Basic | Theme Decks | Single Cards | Card Combos | ||||||||||||||||||||||
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z |
Mechad Holdfast | Meerkats Tribe |
The key to the Mechad is in your unique ships' systems: EMF and Distortion Cannon. With EMF you have the ability to generate shields of a strength the other empires can only dream of (your S8 can have 16 points of EMF, for instance...). EMF is regenerated with the easy-to-generate energy while your opponents are scrambling for repair points or fragile economy points to convert. The
The Mechad/Tranoan combination is quite devastating.
Key cards:
Sx mechad ship + E8 Mechad Interface + C10 Time Knight + C6 Clone
This combination results in two ships each with two time knights on board. In other words, you can stop any four card
plays each time around the table. Add another clone and you have three time knights on each ship and can stop six plays.
Or add another interface and you have four ships with two knights each and you can stop eight plays.
T3 Vacation Planet - Embrosia + C7 Mystic Wanderer + C8 Mechad Overlord
This combo creates a stack that eventually kills all crew in play and kills new crew as they are played.
This empire is discussed in the Meerkats Tribe section of the Indirigan Tribes entry.