Like the Cardassians, the Bajoran affiliation gets new draw and play engines in this expansion. To use the ones in this deck, though, you need to be playing only Bajorans from Deep Space Nine -- no one else!
Thematically, the foundation of this deck is Alliance for Global Unity. This is one of the new "Reactor Core" cards, downloaded when you seed Reshape the Quadrant, and keying off its new icon. Before I mention the benefits of this card, let me jump to the restriction at the end: you have to be only using personnel cards (and possibly some support from and ), or else this card will be discarded, and you lose all the benefits.
The first of those benefits is a free play engine: personnel with "the Circle" in their lore play for free. There are a number of these that exist in the game already, most of which (Jaro Essa, General Krim, and Colonel Day) are being reprinted in the supplemental set. There are also four new Circle personnel in Emissary, three of whom are universal.
All those personnel can report for free in the Bajor region, adding to existing free-report abilities for DS9 Bajorans such as Chamber of Ministers and Quark's Bar, and giving the Bajorans even better skill diversity within their free plays. (The most popular Bajoran free-report card, Bajoran Resistance Cell, cannot stack with this new one, because Resistance gets removed from all your personnel. I guess the Bajoran Resistance was so successful in throwing off the Cardassian oppressors, their power has just become obsolete.)
Besides the free plays, the card gives a further benefit when you solve a mission: you can download any of several helpful Bajoran cards. One option is Bajoran Civil War, which itself can either download universal personnel, or allow Bajorans to attack other Bajorans. Another is any HQ card ... perhaps that might be HQ: War Room to boost your attributes; HQ: Secure Homeworld to allow you to attempt the homeworld; or maybe, since this is a Bajoran deck, HQ: Return Orb to Bajor! Another option is a new draw engine, Bajor for Bajorans, which has a further restriction of really using only personnel -- not even support. Finally, if what you really need is just a particular personnel, you can download them to the solved mission.
Like Bajoran decks of old, this deck uses all 5 missions from the Bajor region. They get seeded next to each other, easy to reach, and some Bajoran ships even get range bonuses within a region. The 6th mission is Orb Negotiations, which is so easy for the Bajorans to solve. Also on the spaceline is the Bajoran Wormhole, downloaded in the seed phase by The First Stable Wormhole.
There are two facilities. The Chamber of Ministers seeds on Bajor, and lets Kais, Vedeks, and Ministers report for free. Deep Space 9 can seed anywhere in the region; you might put it at Bajor (which would make it very easy to commute between the two facilities, taking no range), but I'm likely to put it next door, at a space mission (usually Characterize Neutrino Emissions) to take advantage of the Science Lab. Putting it at the Wormhole is an option that can take advantage of the relocation text on The Celestial Temple (a new card that has its own article being released today)... but then having any ships there will nullify its card draw because of the combined WEAPONS.
For sites, I've used the Science Lab for its scanning, the Bajoran Shrine plus Promenade Shops and Guest Quarters for their card manipulation, Docking Ports for its free reports, and Quark's Bar for its reports and for Dabo. I didn't include Ops, which means you can't spend your card play to download needed personnel ... but doing so would have cost you all those extra card draws anyway. No Ops also means that the opponent can't commandeer (unless they seeded Ops themselves).
There are no Bajoran (or even ) mission specialists, but Defend Homeworld can get Kira Nerys to activate The Celestial Temple, and Assign Support Personnel might get Vedek Sorad to activate the Bajoran Shrine. (Alternately, you might save it for someone else like Weld Ram, since Sorad is capable of reporting for free.)
Play engines, as mentioned, include Alliance for Global Unity, Chamber of Ministers, and Quark's Bar. Draw engines include Bajor for Bajorans, The Celestial Temple, and a few copies of Renewal Scroll (along with the new personnel who can download it). Renewal Scroll will get more cards into the discard pile, but Shrine can get them back if you need them, and Dabo can use them if you don't.
For dilemma combos, I've brainstormed a few around new cards in the set. Except for the first one, each has a structure of filtering, then requiring, one particular skill or some other characteristic.
Ferengi Ingenuity / No Loose Ends / Difficult Disposal Forsaken / Back Room Dealings / In the Pale Moonlight
Talosian Cage / Socializing with the Staff / Matriarchal Society Picking Up the Pieces / Microbrain / Encased in Crystal
The Arsenal: Divided / More of Your Kind / Ankari Spirits Precision Piloting / Magnetic Field Disruptions / Navigational Hazards
The basic design of the deck doesn't need a lot of seeds. I've left room for you to add your favorites!
Discuss this article in this thread.
This deck is legal in the following Card Pools:
This deck is legal in the following Rules Sets:
This deck is currently eligible for the following family or families of achievements:
Mission (6) | ||||
Mission | ||||
4 V | 1x Acquire Illicit Explosives | |||
29 V | 1x Alter Records | |||
S | 1x Characterize Neutrino Emissions | |||
35 V | 1x Orb Negotiations | |||
S | 1x Refuse Immigration | |||
S | 1x Relocate Settlers |
Seed Deck (28) | ||||
Artifact | ||||
R | 1x Orb of Prophecy and Change | |||
Dilemma | ||||
1 R | 1x Ankari "Spirits" | |||
1 V | 1x Back Room Dealings | |||
4 V | 1x Difficult Disposal | |||
5 V | 1x Encased in Crystal | |||
U | 1x Ferengi Ingenuity | |||
5 V | 1x Forsaken | |||
U | 1x In the Pale Moonlight | |||
8 V | 1x Magnetic Field Disruptions | |||
U | 1x Matriarchal Society | |||
9 V | 1x Microbrain | |||
9 V | 1x More of Your Kind | |||
C | 1x Navigational Hazards | |||
R | 1x No Loose Ends | |||
13 V | 1x Picking Up the Pieces | |||
10 V | 1x Precision Piloting | |||
12 V | 1x Socializing with the Staff | |||
9 U | 1x Talosian Cage | |||
7 V | 1x The Arsenal: Divided | |||
Doorway | ||||
34 VP | 1x Space-Time Portal | |||
15 V | 1x The First Stable Wormhole | |||
Facility | ||||
Bajoran | ||||
19 V | 1x Chamber of Ministers | |||
38 VP | 1x Deep Space 9 | |||
Incident | ||||
9 V | 1x Access Denied | |||
30 V | 1x Reshape the Quadrant | |||
Objective | ||||
26 V | 1x Assign Support Personnel | |||
28 V | 1x Defend Homeworld | |||
Time Location | ||||
81 V | 1x ✶ The Celestial Temple |
Site (6) | ||||
Site | ||||
114 U | 1x Bajoran Shrine | |||
C | 1x Docking Ports | |||
U | 1x ❖ Guest Quarters | |||
U | 1x Promenade Shops | |||
R | 1x Quark's Bar | |||
U | 1x Science Lab |
Draw Deck (38) | ||||
Event | ||||
16 V | 1x Bajor for Bajorans | |||
14 V | 3x Renewal Scroll | |||
20 V | 1x Shipwright | |||
Incident | ||||
21 V | 1x Alliance for Global Unity | |||
C | 1x Dabo | |||
Interrupt | ||||
U | 1x Hidden Fighter | |||
Objective | ||||
R | 1x HQ: Return Orb to Bajor | |||
30 V | 1x HQ: Secure Homeworld | |||
Personnel | ||||
Bajoran | ||||
34 V | 1x Bareil Antos | |||
39 V | 1x ❖ Beyor | |||
35 V | 1x Colonel Day | |||
36 V | 1x General Krim | |||
37 V | 1x Jaro Essa | |||
R | 1x Kai Opaka | |||
R | 1x Kira Nerys | |||
44 V | 1x Kira Taban | |||
38 V | 1x ❖ Minister Rozahn | |||
45 V | 1x Minister Toran | |||
46 V | 2x ❖ Murjo | |||
R | 1x Odo | |||
26 VP | 1x Solbor | |||
R | 1x Surmak Ren | |||
P | 1x Vedek Dax | |||
39 V | 3x ❖ Vedek Sorad | |||
C | 1x ❖ Weld Ram | |||
Bajoran/Ferengi | ||||
41 V | 1x Deputy Quark | |||
R | 1x Leeta | |||
4 V | 1x Rom | |||
Ship | ||||
Bajoran | ||||
75 V | 1x ❖ Assault Vessel | |||
C | 2x ❖ Bajoran Freighter | |||
100 U | 2x ❖ Bajoran Raider |
"Outside the Game" and/or Seed-Phase Downloads (2) | ||||
Doorway | ||||
12 V | 2x Bajoran Wormhole |