What's New Dashboard Articles Forums Achievements Tournaments Player Map Trademanager The Promenade Volunteers About Us Site Index
Article Archives
First EditionSecond EditionTribblesAll

All Categories Continuing CommitteeOrganized PlayRules CommitteeDeck DesignsVirtual Expansions
Card ExtrasSpecial EventsTournament ReportsEverything ElseSpotlight SeriesContests
Strategy Articles


The Very Model of Efficiency

by Ross Fertel, Trtinary

6th June 2023

One Zero and Zero One are efficient analysts who offer unprecedented opportunities to modify the contents of your deck like never before via self-editing.

Usually, you are limited to the changes you can make to your deck after the tournament starts. Typically, you are able to make play-related adjustments as you experience games, but the contents are pretty much set in stone once the games begin thanks to the Organized Play Guide along with basic morality.

This is nothing new. Magic, the Gathering has notably allowed adjustments via a sideboard almost sicen its inception. At a high level, cards can be exchanged from one to another to make your deck better based on what your opponent is playing.

The closest analogue in First Edition is the effervescent Q's Tent. One of the first two side decks, you have access to one of thirteen cards either through a random selection or finding the specific card you want, albeit at a greater cost. The choice is yours depending on how much access you want but has a lot of game potential.

One Zero With these latest personnel, the first line of text on these two newest Byanrs mimics those from Unnatural Selection where playing one gives you access to the other with a random discard. Accessibility is great to have since you can stock two cards and have a greater chance of getting the other in the process.

Looking into the abilities themselves, being able to remove a card from the game opens up new doors for your deck. You would think that if you are on the fence about a card, you would simply not put it in your deck. But there is a reason to put these situational cards in your deck since you have a way to get them out. Discommendation is always a gamble, even when facing a Klingon/Cardassian Alliance decks. If your opponent is not obliging, it can be a dead draw, but Zero One, Efficient can cull a card that you know won't work. For years, players going against Kahn or Five-Space Voyager have a lot of unknown bloat in their dilemma piles to the point where they will put off icon dilemmas under missions imply to get them out of the dilemma pile. Not anymore! Zero One enables you to take a few more risks with your dilemmas, leading to wins for everyone.

One Zero plays somewhat differently, taking cards out of your draw deck. This is great for both small decks and big alike, letting you get something out that you know will not be of use. Your deck gets better when you play this card. One Zero, Efficient is an even more amazing card for Bajorans. Benjamin Sisko, Man of Two Worlds doesn't care how cards get out of the game, he just cares that they are in that area.

Altering the contents of your deck is not unheard of once a game starts. Deckbuilding games are based on that concept, but the two latest Bynars help fine tune your deck for optimum performance. Usually, you think of what can make your deck better by putting cards into your deck, but there is an opportunity for improvement through subtraction. You can take a risk and if it doesn't pay off, you can get rid of it on the fly.


Discuss this article in this thread.

Back to Archive index