Second Edition Manassters winner Brian Sykes |
Brian's Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? Prior to this tournament, did you have much experience playing this deck (or decks like it)? Did you learn anything new about it when you played it this time? Did you use any situational cards (cards that you wouldn't expect to be useful in every game)? Are there any whose usefulness exceeded your expectations? Were there any that you wouldn't include if you played the deck again? What deck-building adjustments did you make when building for Hall of Fame format? What would you nominate as the MVP card from your deck? On the Dilemma Pile side, Becalmed was a game winner against Neil, Ben, and John, the former because I was able to jujitsu Chakotay, Freedom Fighter's ability and have it hit basically all personnel. Do you have anything else you'd like to say about your deck? Also, this deck was supposed to be a two Mission win, but I only pulled that off in one of my six games. Everybody was smart enough to use what event destruction they had to keep that off the table. Fortunately Metron Arena is the planet version of the really easy Kressari Rendezvous so doing the third mission didn't usually prove to be much of an issue. Finally, I just want to say how great it was too get out and play some high level competitive trek against a quality field. Mad props and big thanks to Ben Hosp for hosting Manassters and to John "The Process" Corbett for his sponsorship of the weekend! |
My Commentary: Brian's capture options in this deck are quite stripped down too, and I like the cards he's chosen to keep. Evek is, of course, a given - he's the easiest way to activate your punishment cards, and has the potential to remove problem personnel before your opponent even draws them. I believe I've read a tournament report some time ago wherein Evek captured the nemesis of capturing herself, Number One. Ensnared is also a great capturing option - the ability to pick off problem personnel is helpful for setting up your dilemmas in more way than one. Pick the right person with Ensnared (like a Luther Sloan versus Federation), and your opponent will have fits with Broken Captive. I, too, tend to lean towards Labor Camp over Prison Compound when choosing between the two. Labor Camp definitely has more potential to generate a two mission win. That said, Brian mentions that he had difficulty keeping it in play (he only won one game with two missions solved), since it needs to stay in play all the way until the start of your next turn in order to score you some points. Prison Compound, on the other hand, has a lower point ceiling, but is less likely to be blocked. Many fewer verb prevention options will hit an event that has an effect as soon as you play it, so that's probably the one to go for if you're going to rely on those round the corner points more heavily. |
First Edition winner Austin Chandler |
Austin's Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? Prior to this tournament, did you have much experience playing this deck (or decks like it)? Did you learn anything new about it when you played it this time? Did you use any situational cards (cards that you wouldn't expect to be useful in every game)? Are there any whose usefulness exceeded your expectations? Were there any that you wouldn't include if you played the deck again? What would you nominate as the MVP card from your deck? Do you have anything else you'd like to say about your deck? A major weakness for this deck is the lack of science classification and got hammered badly and squeaked out the final win by the skin of my teeth. I played Ben in the final round and just squeaked the win because of his dilemma combos focusing heavily on science. What I do like about the deck is that for many of the cards one can go full brute force against dilemmas. I look forward to tweaking it in the future. |
My Commentary: It has become very rare for me to be in the position of reviewing a deck that doesn't have an obvious route to a two mission win. Vulcans with the Katra and Kir'shara had it easy, but we've also seen lots of the Genesis Device and Mission Specialists, and even high point missions protected with HQ: Defensive Measures. It almost feels like a red flag that a deck is good enough to blast through three whole missions and keep up with two mission decks, but really I'm just happy to see a three mission deck meet with success. Part of the popularity of MACO decks is probably not just due to their effectiveness, but how differently they are constructed from standard decks. It isn't common that a deck I review has only one draw engine card in the entire deck, and it is a seeded once per turn draw card. But this deck only needs to refill the two free plays per turn, and that one seed card with the normal end of turn draw handles that just fine. Instead of the standard free report salad of other deck, MACO Training Camp allows the player to download Military Assault Command Operations in place of the card play (so it doesn't have to be in hand and doesn't need to be redrawn). Depending on the MACO-density of your deck, that can be worth another 1-3 free plays per turn, and they don't even need to come from hand. It's a very different deck-building challenge from most other decks, and I'm not surprised people have flocked to it. |
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