In June, James Monsebroten (Orbin) showed you an all-Vulcans deck based around Kolinahr, using only the Pre-Warp Pack and earlier cards. I'd like to show you another view of the all-Vulcans deck idea, which uses several cards from the Live Long and Prosper set as well.
Like before, we seed Vulcan (here, the Observe Ritual version, attemptable by ), and we seed Kolinahr on it. This card will make most of the cards we'll play compatible with each other, even though they will be from both the and affiliations (and a few who, if they choose, can switch to or ). This card would be nullified if we play any personnel who are not Vulcan, but everyone is ... most by species (and half-Vulcans like Mr. Spock count), but a few only by affiliation. There is one facility in the deck, a seeded Federation Outpost -- also compatible with all of the Vulcan cards (which includes personnel and ships) thanks to Kolinahr.
In this deck we'll also seed the new Vulcan time location, 22nd-Century ShiKahr. This allows a free report per turn of a native card, which means any of the (Alpha Quadrant) personnel or ships. After reporting there, they will need to travel to the spaceline, but Kolinahr has a clause which already permits that. With the time location, we get our choice of the IDIC engines. I've chosen the High Command flavor, primarily for its Make It So benefit: ships are treated the same as ships, keeping the Make It So in play for future use. For this reason, all five of the possible matching commander pairs are included in the deck. Play the matching pairs when you can, to start using Make It So for Ready Room Doors. You might add other options of Captain's Orders to fetch, but my inclusions are Defiant Dedication Plaque (since the printed ship RANGEs top out at 7) and Reed Alert (to fetch more matching commanders). If a Ready Room Door gets drawn, it can fetch Solkar.
Other seeds set up some further useful abilities. Quark's Isolinear Rods can fetch "Trip" Tucker, who gets an early Neuropressure Massage for increased drawing ability. Assign Mission Specialists fetches the two Vulcan targets, Taurik and Sanye. Spacedoor will fetch universal ships from the Tent ... and has a slight trick I'll discuss in a bit.
One Vulcan-related card which I expect to be quite helpful against attrition (e.g. from your opponent's dilemmas) is Fal-tor-pan, which rescues personnel from the top of your discard pile "at any time" (that is, whenever you're generally allowed to play an interrupt). And there's a way to guarantee this card early in the game. With the seed of Reunite Legends on our outpost, we can download the USS Enterprise-A during your first turn; it will then [DL] T'Lar, who will [DL] Fal-tor-pan. (That gets it early -- as for keeping it safe from Kevin, that's what Q2 is here for.) She can even then staff that ship and fly it around -- though be careful, that ship is not a Vulcan ship, and so it is not compatible with the personnel cards in the deck. If you fly it around, be warned that it can only ferry around the and personnel.
Besides rescuing personnel who have been killed or discarded by dilemmas or battle, Fal-tor-pan also takes the sting out of discarding when it's supposed to be a cost. One example that I hinted at before is Spacedoor. With Fal-tor-pan in play, the Spacedoor should get reopened at the end of any turn it gets used, by discarding a personnel from hand. Then on your opponent's turn, between actions when you're allowed to play an interrupt, use its "at any time" ability and move that personnel to atop Fal-tor-pan, where it can play to Vulcan as if from your hand.
Beyond those seeds and jumpstarts, the deck is designed to play as a fairly normal solver. All of the personnel can play to Observe Ritual; those from the Alpha Qudrant can play to the outpost. (That leaves out Tuvok and five personnel.) Everyone is compatible, with two exceptions: the USS Enterprise-A as described above; and Solkar can't work with the two Treachery personnel unless you also have the Katra of Surak. It's not even necessary to worry about matching ship affiliation for staffing (for example, the mission specialists can staff the Vulcan Lander), because of the "may use" clause in Kolinahr.