Capt. Picard: Who is to say that this history is any less proper than the other?
Guinan: I suppose I am.
Capt. Picard: Not good enough, damn it, not good enough! I will not ask them to die!
Guinan: Forty billion people have already died! This war's not supposed to be happening! You've got to send those people back to correct this.
- from “Yesterday’s Enterprise”
This deck was originally built to for the old Academy format in 2E. I originally wanted a deck that had lots of mains who could fit in that rarity restriction. I hit on the TNG Yesterday’s Enterprise crew as a good candidate for that. There’s a lot of good cards out there supporting the “cost 4 or more” theme of that cycle of cards.
Missions
Feds are mission solvers, so I picked fairly straightforward missions for them to solve. There isn’t really any fancy mission text, except for Alpha 5 Approach. Everyone plays to Earth, Cradle of the Federation. Necessary Execution is a thing, so I usually attempt Eliminate Sphere Network first. I follow it up with Geological Survey and then Salvage Borg Ship. I have Alpha 5 Approach in here because it’s only a good thing to attempt with 6 or more with New Life being a thing.
Draw Deck
The card you want in your opening hand is Guinan, Battleship Bartender. As I mentioned before, the Battleship Enterprise crew has a theme of “cost 4 or more,” and they all do. Guinan can be stopped each turn to provide a cost reduction of 2 for an personnel. There are plenty of great personnel you’ll want to get discounted. Jean-Luc Picard, Battleship Captain will let you download any card. Geordi LaForge, Battleship Engineer can get you where you need to go, which has saved my bacon on several occasions. Beverly Crusher, Battleship Doctor can save any of your personnel who cost 4 or more from death. Finally, Wesley Crusher, Battleship Helmsman is probably the best of the crew. Not only does he gain skills when he’s present with a personnel who costs 4 or more, but he boosts your ship’s attributes by 1. I just wish that the U.S.S. Enterprise-D, Battleship was more in the theme of the deck. I would love if it scored points when a personnel who cost 4 or more used a skill to complete a mission, rather than when you win an engagement.
There’s some good support in this deck for the cost 4 or more theme and also cycling through your deck. The first one is Always Welcome, which is a good draw engine when you have those personnel in play. That card pairs well with One Man Can Summon the Future, which will let you rig the draw on the Always Welcome. Both of those cards trigger at the same time, so you can choose to do the rearrange first then the draw. Finally, another card that helps you cycle through your deck is One Man Cannot Summon the Future, which requires you to play a mix of and non- personnel. You can get stuff out of your hand that you don’t want quite yet.
Two cards in this deck go along with the “sharing is caring” theme, where you and your opponent benefit from a card. Any player can make use of VIP Welcome to draw a card when they play a personnel who costs 3 or more. Finally, the big monster support card for this deck doesn’t play off the cost of your personnel, rather how many you attempt with. New Life allows a player attempting with 6 or more personnel to draw a card and then you draw one. This amounts to two draws for you on your mission attempts. This is great for drawing into interrupts that might help you during a mission attempt.
Dilemma Pile
I built this deck for an Academy event. I had no idea what kind of pile to build for it, so I tied for a basic attrition pile. Looking back, I don’t know what I was thinking. I would have included more weenie hate than just Curt Reprimand. In Development seems to be mandatory for a format that only allows C, S and V cards, but I didn’t include it. I do have some hefty walls, like Conflict of Interests, Eugenic Transformation and Breaking the Ice. There’s really not much rhyme or reason to it, otherwise.
Final Thoughts
Academy was a fun format to play, but we will be bidding it adieu soon. This deck can be beefed up with the inclusion of a variety of uncommon and rare cards. My personal favorite is Predicament, which gives you a +3 to play and draw dilemmas, all for a cost of 3 and a play requirement of 3 personnel. I’ll take that all day long!
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Tournament Record:
This deck is currently eligible for the following family or families of achievements: