First Edition Deep Space 9 Regional winner Jon Carter |
Jon's Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? I guess a Computer Crash recursion would have shut down many of my ship options. 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? |
My Commentary: There's a good conversation about the power level of Romulan Minefield going on in the forums right now. Some excellent players have added their two cents, and I recommend going ahead and giving it a read, and participating if you've got some thoughts on the matter. I'd like to say that I both really like the idea of this card, so if it is the subject of errata I hope it doesn't get hit too hard, but as someone who is about to travel to play some Trek, I'm not super excited to dance around the Minefields myself. I will say that I'm surprised to only see IDIC, Minefields, and Spires of Romulus from Cold Front appear in this deck. Even aside from the other scheme cards, non-property logo Romulans got some nice new tools in the set, like Holographic Camouflage, or even just some Vulcans to report at 22nd Century ShiKahr (and mix using the Treaty). But I guess the moral of the story is you hit a seed limit eventually, and if what you've already been using ain't broke... At the World Championships last year, I remember having a debate with Ken Tufts (spoiler alert, I was on the wrong side) about the usefulness of Fire Sculptor as an anti-MACO tech card. I remember saying that, as much as it kicks MACO decks in the teeth, it wouldn't be worth the dead draw in other match-ups. I wasn't really taking into account deck cycling engines like Handshake or (as Jon used here) Process Ore: Mining. I guess that, when you've got a way to turn those tech cards into something else you want, the risk of a dead draw just isn't that big a deal. And shutting down MACO decks is that big of a deal. As for [redacted], I'm hoping to get a chance to experience that deck first-hand at the American National Championships at the end of the month. |
Second Edition Deep Space 9 Regional winner Steve Nelson |
Steve's Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? I last used this deck at Worlds '17 in Orlando. It went 3-3 with some real close losses. Being very familiar with it I know all the tricks it can do with whatever it goes against. 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? |
My Commentary: For one thing, the mission selection for Resistance Bajorans looks a lot nicer when you're using Just Like Old Times for some bonus points. Bajorans don't have a lot of good 35 point strength options, but the 30 point options are top tier. Branching out a bit to cunning also takes care of any range issues the Bajorans have, with a 2 span space mission in the headquarters region (even a 4 range ship can go back and forth). And should you be forced to go to Starbase 718 (ie, you're playing against a battle deck), the 1 span on Rescue Prisoners means that the Xhosa can still fly from the Starbase, to home, and then out to Rescue all in one turn. Now, even when you're shooting for strength missions, Bajorans don't have the beefiest strength, so how do you increase the likelihood of winning those 15 points from Just Like Old Times? Well, Steve is running a couple under-used dilemmas that make that task easier. Both Arena and Left Behind will plop the opponent's personnel at some other mission, away from the protection of the rest of their crew, making the combat easier to win (tying up fewer personnel in the process). Left Behind has some pretty strict requirements already, but it has that Transporters that means it synergizes with Pattern Loss. 3 Biology and 3 Medical or 3 Navigation, 2 Transporters, and Shields>8 is not something most decks can pass even with a few cheaters. |
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