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Decks: games > Battlestar Galactica CCG  
Deck "Security 1" Help
Deck "Security 1" - 61 Cards (extended format) show standard format
created by dare 

Pure-Security.

Pulling Rank, Angry, Still No Contact, Dissension, and Distraction punch holes in the opponent's defense.

Every personnel has ability text. Every one except Boomer is a power boost, and Boomer can still link in with Starbuck and Apollo's power boosts. Stims makes the pilots even more dangerous; Decoys makes anything dangerous.

A few Standoffs are now thrown in to mess with Persuasion-runner decks.

This could really use 4-8 more Sec-2 cost unit cards (replacing Viper 442, Crashdown, or Helo). I'll be watching the Betrayal set for those.

 
Card list Group cards by  
Section: Deck (60 cards)
3 x Angry (BSG)
  • Collector's Number: BSG-011
  • Rarity: Rare
  • Card Type: Event
  • Mystic Value / Cylon Threat: 4/4
  • Cost: 3[Sec]
  • Card text:

    When you play this event, you may commit and exhaust target personnel you control. If you do, defeat target personnel.

    4 x Apollo, Commander Air Group (BSG)
  • Collector's Number: BSG-099
  • Rarity: Rare
  • Card Type: Personnel
  • Power: 2
  • Mystic Value / Cylon Threat: 2/1
  • Cost: 3[Sec]
  • Resource: [Sec]
  • Traits: Pilot
  • Card text:

    All other Pilots you control get +1 power.

    4 x Boomer, Saboteur (BSG)
  • Collector's Number: BSG-105
  • Rarity: Rare
  • Card Type: Personnel
  • Power: 2
  • Mystic Value / Cylon Threat: 0/4
  • Cost: 3[Sec]
  • Resource: [Sec]
  • Traits: Cylon, Pilot
  • Card text:

    Commit: All players lose 1 influence.

    Each player loses 1 influence.

    4 x Colonial Viper 113 (BSG)
  • Collector's Number: BSG-147
  • Rarity: Fixed
  • Card Type: Ship
  • Power: 2
  • Mystic Value / Cylon Threat: 2/1
  • Cost: 3[Sec]
  • Resource: [Sec]
  • Traits: Fighter
  • 4 x Colonial Viper 442 (BSG)
  • Collector's Number: BSG-150
  • Rarity: Common
  • Card Type: Ship
  • Power: 3
  • Mystic Value / Cylon Threat: 3/3
  • Cost: 4[Sec]
  • Resource: [Sec]
  • Traits: Fighter
  • 4 x Crashdown, Expert ECO (BSG)
  • Collector's Number: BSG-110
  • Rarity: Uncommon
  • Card Type: Personnel
  • Power: 1
  • Mystic Value / Cylon Threat: 2/2
  • Cost: 3[Sec]
  • Resource: [Sec]
  • Traits: Officer
  • Card text:

    Commit: Choose target other unit. If that unit is challenging, it gets +2 power.

    4 x Decoys (BSG)
  • Collector's Number: BSG-021
  • Rarity: Rare
  • Card Type: Event
  • Mystic Value / Cylon Threat: 3/2
  • Cost: 2[Sec]
  • Card text:

    When you play this event, you may commit any number of units you control. If you do, target unit gets +2 power for each unit you commit.

    3 x Dissension (BSG)
  • Collector's Number: BSG-022
  • Rarity: Rare
  • Card Type: Event
  • Mystic Value / Cylon Threat: 3/2
  • Cost: 2[Sec]
  • Card text:

    Exhaust all reserve cards.

    4 x Distraction (BSG)
  • Collector's Number: BSG-023
  • Rarity: Uncommon
  • Card Type: Event
  • Mystic Value / Cylon Threat: 4/4
  • Cost: 2[Sec]
  • Card text:

    When you play this event, you may commit a personnel you control. If you do, commit and exhaust target unit.

    4 x Helo, Flight Officer (BSG)
  • Collector's Number: BSG-122
  • Rarity: Uncommon
  • Card Type: Personnel
  • Power: 1
  • Mystic Value / Cylon Threat: 2/1
  • Cost: 3[Sec]
  • Resource: [Sec]
  • Traits: Officer
  • Card text:

    Commit: Target Pilot gets +2 power.

    4 x Pulling Rank (BSG)
  • Collector's Number: BSG-088
  • Rarity: Common
  • Card Type: Mission
  • Mystic Value / Cylon Threat: 5/1
  • Traits: Military
  • Card text:
    Resolve: 1 Officer.

    Commit two target personnel.

    4 x Raptor 227 (BSG)
  • Collector's Number: BSG-164
  • Rarity: Common
  • Card Type: Ship
  • Power: 1
  • Mystic Value / Cylon Threat: 2/2
  • Cost: 2[Sec]
  • Resource: [Sec]
  • Traits: Scout
  • 2 x Standoff (BSG)
  • Collector's Number: BSG-044
  • Rarity: Common
  • Card Type: Event
  • Mystic Value / Cylon Threat: 3/1
  • Cost: 2[Sec]
  • Traits: Military
  • Card text:

    Prevent all influence gain this phase.

    4 x Starbuck, Hotshot Pilot (BSG)
  • Collector's Number: BSG-136
  • Rarity: Rare
  • Card Type: Personnel
  • Power: 2
  • Mystic Value / Cylon Threat: 2/2
  • Cost: 3[Sec]
  • Resource: [Sec]
  • Traits: Pilot
  • Card text:

    This personnel gets +1 power for each other Pilot you control.

    4 x Still No Contact (BSG)
  • Collector's Number: BSG-045
  • Rarity: Rare
  • Card Type: Event
  • Mystic Value / Cylon Threat: 4/3
  • Cost: 2[Sec]
  • Traits: Crisis, Military
  • Card text:

    "Target opponent chooses one -- Commit a personnel he or she controls; or sacrifice a personnel."

    4 x Stims (BSG)
  • Collector's Number: BSG-046
  • Rarity: Rare
  • Card Type: Event
  • Mystic Value / Cylon Threat: 4/1
  • Cost: 1[Sec]
  • Card text:

    Target challenging Pilot gets +4 power. At the end of the that challenge, exhaust that Pilot.

     
    Section: Base (1 cards)
    1 x Battlestar Galactica (BSG)
  • Collector's Number: BSG-002
  • Rarity: Uncommon
  • Card Type: Base
  • Power: 7
  • Resource: [Sec]
  • Card text:

    Exhaust: Target challenging unit gets +2 power.

     
     
    Deck Statistics
    Distribution by Card Type
    Base 2 %  
    Event 24  39 %  
    Mission 7 %  
    Personnel 20  33 %  
    Ship 12  20 %  
     

    Distribution by Cost
    - 8 %  
    1[Sec] 7 %  
    2[Sec] 21  34 %  
    3[Sec] 27  44 %  
    4[Sec] 7 %  
     

    Distribution by Mystic Value / Cylon Threat
    - 2 %  
    0/4 7 %  
    2/1 12  20 %  
    2/2 12  20 %  
    3/1 3 %  
    3/2 11 %  
    3/3 7 %  
    4/1 7 %  
    4/3 7 %  
    4/4 11 %  
    5/1 7 %  
     

    Distribution by Power
    - 28  46 %  
    1 12  20 %  
    2 16  26 %  
    3 7 %  
    7 2 %  
     

    Distribution by Rarity
    Common 14  23 %  
    Fixed 7 %  
    Rare 30  49 %  
    Uncommon 13  21 %  
     

    Distribution by Resource
    - 28  46 %  
    [Sec] 33  54 %  
     

    Distribution by Traits
    - 19  31 %  
    Crisis, Military 7 %  
    Cylon, Pilot 7 %  
    Fighter 13 %  
    Military 10 %  
    Officer 13 %  
    Pilot 13 %  
    Scout 7 %  
     



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    Discussion about this Deck
    Add your comments
    Author Message
    dare 



    Subject:    Posted: September 6, 2006 12:09 am Reply with quote  Report content icon

    Any thoughts on the following changes:

    Remove Shuttle Diplomacy x4; replace with Still No Contact x4
    (replacing 2-unit Influence mission with two-cost personnel control event; mystic stays the same, cylon threat 0x4 changes to threat 3x4)

    Remove Hunting Raider x1; replace with Viper 670 x1
    (670's power is 1 lower, but mystic value goes up by 3. And it's still a Sniper. I think 5-costs make it out rarely enough to justify the power downgrade to help the mv)

    Remove 1x Starbuck, Sharpshooter
    Insert 1x Skirmishing Raider
    (slight gain in defense and speed; lose 2 mystic)
    Or would it be better to leave Sharpshooter Starbuck in and put the Raider in anyway?

    Other cards that might fit in this deck:
    Dissension
    Them or Us

    And, in lower numbers, perhaps some anti-Persuasion:
    Martial Law
    Standoff
    Back to top  
    dare 



    Subject:    Posted: September 7, 2006 09:41 am Reply with quote  Report content icon

    Above changes made plus Dissension replaced Setback.
    Back to top  
    jvoodoochild 



    Subject: Which security deck do you want?   Posted: September 7, 2006 01:46 pm Reply with quote  Report content icon

    I've only seen two types of pure security decks... pilots with pumps and baltar/six personnel kill.

    without boomer, you dont need so many stims.

    without six, you need more commit events like endless task.

    not knowing your card collection, that is about all i can comment
    -Joel
    Back to top  
    dare 



    Subject:    Posted: September 8, 2006 08:25 pm Reply with quote  Report content icon

    I guess this is kind of a cross.

    Starbuck and Apollo are here with Stims, plus Decoys which can be used on other units too. I've had conflicting advice that says 2 pilots x4 make Stims x4 useful enough.

    Distraction and Dissension do the exhausting to set units up for kills by Baltar. Or they can just slow the opponent down if Baltar is not in play.

    I think I could be doing better with this if I got a better feel for what proportions to play ships and personnel in.

    We'll see if I do any better after taking out the Snipers and replacing Stims with Fire Support.
    Back to top Modified on September 9, 2006 01:52 am 
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