This new Cage set looks great. I want to build a new deck. What do I like?
This new doorway Preserver Obelisk looks good. I can seed it for two people -- like AMS, but better people. And no, I can't stack both of them in the seed phase. I can also play more copies of the Obelisk later, for more personnel downloads. That's only one person per turn due to the downloading rule (AMS would get two, but again, they only have one skill), but it doesn't take my card play. So let's load this deck up on Obelisk "native" people. Who? Well, they have to come along with their corresponding mission.
Janus VI comes with two natives (Giotto and Vanderberg), so let's use those. And Talos IV comes with 3 natives (The Keeper, Jose Tyler, and Yeoman Colt), so those also. That will mean General Order 7 to attempt it.
Also in the new set are some cards that seem essential to try out for a brand-new Cage build. The Final Frontier gives me two free plays. Also some limitations, which will shape what we build. No time location reporting, OK so Sherman's Peak and K-7 will not be helpful. No Crossover, so no people reporting to my AQ outpost. That's okay, there are plenty of AQ people to choose from now.
Back to the new cards, Five Year Mission and Recreation Room give me draws and hand management. To Boldly Go gives me a range boost for those out-of-date Constitution-class ships. And Risk is Our Business gives me each-mission downloads of Prepare Landing Party, which in turn gives me each-mission downloads of equipment or universal SECURITY personnel. Let's put all of them in -- and since those downloads go to the away team, I can actually lean on the personnel here too. SECURITY for and … that's the reliable Lt. Grant, and also the Ensigns Davis and Gaffney and Kjolholm, plus the new Tyler and Tepo. For now at least, let's throw 'em all in and see what we get. Oh, and Prepare Landing Party gives us another new deckbuilding restriction: all our personnel need to be . Again, we can live with that.
We've chosen a few personnel based on connections with some of our cards -- now let's get some who are just good in their own ways. The new Captain Kirk is a skill beast, and so is the original Mr. Spock. Almost as dense are Christopher Pike and Number One. I'm going to throw in Commodore Decker, because he's my card and also has three personnel types. And of course, Dr. McCoy for dilemma-busting versatility.
Looking again at Prepare Landing Party, it gets better when you have unique personnel with many different classifications. Let's try to have at least two of everything. (Alas, ANIMAL isn't an option since we've restricted this deck to .) We already have OFFICERs and SECURITY. For ENGINEER, I'll take the TWT version of Mr. Scott, who also comes with a ship boost and an equipment download. That's one; my second will be Ensign O'Brien, with another equipment download. He won't be a free play via The Final Frontier since he's not … but not everyone needs to be. We have McCoy for one MEDICAL; the second will be Nurse Chapel: besides her good skills, she can be an extra free report. (Plus, it's fun to put her next to Number One.) We have Spock for SCIENCE; the second will be the new junior Lt. Sulu, again with an equipment download.
That leaves VIP and CIVILIAN. I'll use Vina for her skill versatility, and Nilz Baris with his dilemma-escaping download. (That should probably be fixed, but while it hasn't been, I'll use it.) Miramanee has good skills, and can be another native if I use her mission. And another VIP … Daystrom or Stone? I think I've got plenty of Leadership, and I could use more Computer Skill, so Daystrom it is.
Mission check. We need Janus VI and Talos IV for their natives -- and Amerind as well. Memory Alpha has no natives, but gets better with more classifications, an area we already chose to diversify for Prepare Landing Party. That's four planets, so no more room even for Sherman's Planet (which would have made Nilz Baris a native … but it's 30 points, and 35 is more). Okay, now space missions. Looking over the skills I have, Repair Mission goes well with my large amounts of ENGINEER, and Navigate Argolis Cluster goes with my OFFICER/Leadership/SECURITY.
Any skill gaps? It looks like I'm lighter than I'd like on Diplomacy and Anthropology for mission skills, and MEDICAL, Navigation, and Transporter Skill for dilemma expectations. I see three of these on Lt. Bailey, so we'll add him. For MEDICAL, I could just choose to rely on Communicators and Classic Medical Tricorders, but to be safe I'll add Lt. Bashir (and his equipment download). And for Transporter Skill, I see an interesting opportunity on Ensign Chagwiza, who even without Crossover can safely download via Assign Support Personnel. For that matter, we can similarly add Farrell with I'm a Doctor, Not a Bricklayer, and James Tiberius Kirk with Going to the Top.
And there's a lot of our deck done. Throw in some other supporting verbs you like, and your preferred style of dilemmas, and engage!
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Mission (6) | ||||
Mission | ||||
22 V | 1x Access Archives | |||
25 V | 1x Examine Protected Culture | |||
27 V | 1x Investigate Quarantine | |||
15 V | 1x Navigate Argolis Cluster | |||
C | 1x Repair Mission | |||
31 V | 1x Review Mining Operation |
Seed Deck (30) | ||||
Dilemma | ||||
3 R | 1x Artillery Attack | |||
4 U | 1x Chula: The Game | |||
3 V | 1x Climbing the Ranks | |||
U | 1x El-Adrel Creature | |||
7 V | 1x Friendly Fire | |||
70 VP | 1x Hanonian Land Eel | |||
191 VP | 1x Hippocratic Oath | |||
14 C | 1x Implication | |||
6 V | 1x Invidium Leak | |||
6 V | 1x Koon-ut-kal-if-fee | |||
12 P | 1x Male's Love Interest & Plague Ship | |||
13 V | 1x Malfunctioning Door | |||
7 V | 1x Misinterpreted History | |||
3 V | 1x Multitronic Menace | |||
11 V | 1x New Essentialists | |||
19 VP | 1x Personal Duty | |||
13 V | 1x Routine Physical | |||
192 VP | 1x The Cloud | |||
Doorway | ||||
20 V | 1x Alternate Universe Door | |||
12 V | 1x Preserver Obelisk | |||
1 V | 1x Q's Tent | |||
Event | ||||
7 V | 1x A Real Game | |||
13 V | 1x Five-Year Mission | |||
15 V | 1x Recreation Room | |||
16 V | 1x To Boldly Go | |||
Facility | ||||
Federation | ||||
34 V | 1x ❖ Federation Outpost | |||
Incident | ||||
19 V | 1x Risk is Our Business | |||
20 V | 1x The Final Frontier | |||
Objective | ||||
26 V | 1x Assign Support Personnel | |||
35 V | 1x General Order 7 |
Draw Deck (34) | ||||
Doorway | ||||
12 V | 2x Preserver Obelisk | |||
Equipment | ||||
11 C | 2x Classic Communicator | |||
Interrupt | ||||
195 VP | 1x Going to the Top | |||
39 U | 1x I'm a Doctor, Not a Bricklayer | |||
Objective | ||||
15 V | 3x Prepare Landing Party | |||
Personnel | ||||
Federation | ||||
38 V | 1x Captain Kirk (The Cage) | |||
73 VP | 1x Christopher Pike | |||
8 V | 1x Commodore Decker | |||
49 VP | 1x Dr. McCoy | |||
59 R+ | 1x Ensign O'Brien | |||
60 R+ | 1x Lt. Bailey | |||
61 R+ | 1x Lt. Bashir | |||
42 V | 1x Lt. Commander Giotto | |||
64 C | 1x ❖ Lt. Grant | |||
43 V | 1x ❖ Lt. Jose Tyler | |||
46 V | 1x Lt. Sulu (The Cage) | |||
71 R+ | 1x Mr. Scott | |||
122 VP | 1x Mr. Spock | |||
73 U | 1x Nilz Baris | |||
48 V | 1x Number One | |||
83 R+ | 1x Nurse Chapel | |||
49 V | 1x Richard Daystrom | |||
51 V | 1x ❖ Vanderberg | |||
52 V | 1x ❖ Yeoman Colt | |||
Non-Aligned | ||||
57 V | 1x Miramanee | |||
59 V | 1x ❖ Tepo | |||
60 V | 1x The Keeper | |||
49 V | 1x Vina | |||
Ship | ||||
Federation | ||||
107 C | 1x ❖ Starship Constitution | |||
108 R+ | 1x Starship Enterprise |
Q-Tent Side Deck (13) | ||||
Equipment | ||||
11 C | 1x Classic Communicator | |||
12 U | 1x Classic Medical Tricorder | |||
13 U | 1x Classic Tricorder | |||
14 C | 1x Classic Type II Phaser | |||
Event | ||||
29 V | 1x Where No One Has Gone Before | |||
Interrupt | ||||
U | 1x Incoming Message - Federation | |||
Objective | ||||
15 V | 1x Prepare Landing Party | |||
Personnel | ||||
Federation | ||||
42 V | 1x ❖ Ensign Chagwiza | |||
47 V | 1x ❖ Ensign Davis | |||
48 V | 1x ❖ Ensign Gaffney | |||
43 V | 1x ❖ Ensign Kjolholm | |||
44 V | 1x Farrell | |||
50 V | 1x James Tiberius Kirk |