INWO Deck: Heretic Magi
Premise
Since the Unlimited rules came out, the Adepts have been a very popular
Illuminati to play, specifically for their special goal: Each magic
resource controlled by the Adpets counts as one group toward the Basic
Goal. Combine this with the ability to spend an Illuminati token each
turn to control a resource, and the fact that you can combine their
special goal with a goal card, and the extreme usefulness of many of the
magic resources, and you have a very powerful opponent. Countering a
resource-heavy magic Adepts deck is hard to do, especially when they start
exposing and discarding your best plots, and make you pay for attacking
them with the Ark of the Covenant and Soulburner.
Then I realized the best way to fight fire is with fire, and created this
Anti-Adepts Adepts deck (hence the name: you represent the rival Adepts
faction that seeks to destroy all other Adepts, instead of concentrating
on taking over the world like normal Illuminati). It takes advantage of
the Adepts's special power and the Library at Alexandria to take over your
rival's magic groups, while he's bringing out resources... and when you
kill him, all those resources are yours!
The Deck
Illuminati
Adepts of Hermes
Groups
- Stonehenge x 2
- Cattle Mutilators
- Clone Arrangers
- Comic Books
- Count Dracula
- The Great Pyramid
- IRS
- Rosicrucians
- Reformed Church of Satan
- Templars
- WITCH
- Vampires
Resources
- The Holy Grail
- The Library at Alexandria x 2
- Xanadu
Plots
- 18 1/2 Minute Gap
- Albino Alligators
- An Offer You Can't Refuse
- The Big Sellout
- Commitment
- Cover of Darkness
- Cover-Up
- Crop Circles x 2
- Early Warning
- Embezzlement
- Forgery
- Harmonica Virgins
- Jake Day x 2
- Media Blitz
- NWO: Dont' Forget to Smash the State
- NWO: Energy Crisis
- NWO: World Hunger
- Sabotage
- Secrets MWNMTK
- Seize the Time!
- The Stars Are Right
- Unlucky 13
- The Weak Link
- The Weird Turn Pro
- Goal: Hail Eris!
Strategy
First, this deck is designed to be anti-Adepts: if you play this deck and
find no other Adepts player in the game, you'll have a harder time winning
than if you just played a basic resource-takeover Adepts deck. The next
several items assume you are fighting another Adepts deck.
Lead
Lead with Stonehenge. If your opponent has seen this deck before, he will
lead with Stonehenge, too, which is why there are two of them in the deck.
Protect Stonehenge at all costs, because while you have it, his resources
don't affect you, and his magic groups can't attack you, which is
extremely useful if all he has is magic groups! Get out your Holy Grail
quickly, using a Crop Circles if necessary, to protect Stonehenge.
Play
Get out The Library of Alexandria as early as possible: you now have a +11
to control magic groups from your hand, and a net +16 to take over your
rival Adepts' magic groups! You should, early as possible, use an
automatic takeover to control the Clone Arrangers and IRS. The Clone
Arrangers are a powerful Secret group, and the IRS is also powerful, and
lets you draw from your rival Adepts' deck, which is particularly useful
since his plots are tailored to magic decks anyway. Be careful, though,
if another player is playing a Violent Criminal or Gnomes deck,
respectively. The other non-magic group, Comic Books, has two purposes.
The first is, once it is out, you can take over WITCH and the Reformed
Church of Satan cheaply, as well as any enemy group that you want to play
a Jake Day on. The second is that Comic Books is a Media group, so if
someone manages to destroy Stonehenge, you can use their action and the
Media Blitz card to resurrect it.
Plot Strength
The plots are what make this deck strong. Save your
Embezzlement for when the rival Adepts use Crop Circles or the
Rosicrucians to select a special plot. Use An Offer You Can't Refuse
after he ends his turn with a lot of plot cards, and puts the ones he
intends to draw next on the top. Don't use The Weak Link + Cover of
Darkness combo on your Adepts rival (unless, of course, he has The
Library at
Alexandria), since you'll be getting his resources anyway. Instead, use
it to steal someone's Orbital Mind Control Lasers, or something equally
valuable. The NWO's won't help you directly, but don't hurt you and can
really slow down an opponent's plans, especially if they depend on
Government
or Corporate groups.
The Endgame
When you're ready to win, which could be as early as the third or fourth
turn(the earliest that you can eliminate a rival, depending on who went
first), you should have, ideally, either The Big Sellout or Seize the
Time! in your hand (preferably both) and a plot-canceling card (18 1/2
Minute Gap or Secrets MWNMTK). You should also have The Library at
Alexandria in play. The Big Sellout is preferable to Voodoo economics
because it doesn't cost an Illuminati token and can put an extra one on
your Illuminati as well as the rest of your groups. With the extra tokens
from The Big Sellout, you should be able to either control or destroy all
your rival Adepts' groups, and get all his resources. Then just control
Magic groups from your hand at a +11 until you run out of tokens. If
necessary, Seize the Time and try again.
But, what if there aren't any other Adepts player in the game?
First, watch for UFO's: A popular tactic is to play an Adepts deck using
the UFO's (for the extra Illuminati token) and Unmask as the Adepts when
you're ready to win. In this case, you won't get the resources for
destroying your pseudo-rival, but you should still keep him weak, and you
should still take his Magic groups away from him once you have The
Library at Alexandria out.
If you are the only one playing a Magic deck, don't worry. Just get the
Library out quickly, and start taking over an extra Magic group or two
every turn. Try to bring out your Secret groups first, and generally
play defensively. With luck, your will be viewed as unthreatening, but
still hard to attack, and the other players will concentrate on each
other until you're ready to win.
Substitutions
What if you don't have all those rare cards? Well, some
you can substitute and some you can do without. All of the rare and
uncommon groups (Cattle Mutilators, Comic Books, Count Dracula, The Great
Pyramid, IRS, Reformed Church of Satan, and Templars) are nice, but not
vital. The exception is the Comic Books, which is uncommon, because you
need a Media group to play Media Blitz. If you don't have Comic Books,
reasonable substitutes are Junk Mail and Tabloids, since many Magic
groups are secret.
The Holy Grail is very useful to protect Stonehenge. Two Libraries are
very important if the rival Adepts also have one, so you can play forgery
to get it back. Xanadu is common.
18 1/2 Minute Gap can be replaced with Hoax or Secrets. The Big Sellout
can be replaced with Voodoo Economics. Cover of Darkness and The Weak
Link are such a useful combination, keep them in if possible. In fact, if
you have more than one of these, include them! The other rare plots, An
Offer You Can't Refuse, Cover-Up, Embezzlement, NWO: Energy Crisis,
Sabotage, The Stars Are Right, and Unlucky 13 are all very useful, but not
vital. Replace them with common plots like Crop Circles, Harmonica
Virgins, Hat Tricks, Stealing the Plans, Early Warning, and other
defensive cards, or add in your favorite disasters and assassinations.
Deck design by Aaron Curtis.
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