Making A Virtual Splash (Part 3)
by Lucas Thompson
25th September 2010
(Continued from Part 2).
Equipment
- Hypospray (Infinite Diversity) - An alternative to the Emergency Transport Unit, you don't have to keep playing this one over and over, but it will take a second person out of the attempt.
- Self-Sealing Stem Bolts (Raise the Stakes) - Can't decide what equipment to put in your deck? Don't! Just steal your opponent's equipment and/or get points for giving it back with Berlinghoff Rasmussen from Peak Performance.
Events
- Debate Over Dinner (The Undiscovered Country) - This guy could go in two decks. Maybe you need an "extra point gain" event for your two-mission win deck. Or maybe you're running Tragic Turn and want to soften the consumption of your pile, making the 5 points given to your opponent worth it. Or maybe you're doing both, and you can choose which to use on the fly.
Interrupts
- Bridge Officer's Test (Raise the Stakes) - If you're playing Klingon or Bajoran, you've already got a bunch of "2 Leadership" personnel. Make good use of them for wall busting.
- Reprogrammed (Favor the Bold) - Cheap and easy means of preventing an interrupt, as long as it is played during your opponent's mission attempt... i.e. Comfort Women, The Promise, Ties of Blood and Water, Bridge Officer's Test, etc.
- Surprise Amity (The Undiscovered Country) - If you're running an interaction deck, you'll want this interrupt to stop your opponent's personnel so you can go do bad things to them, even if they've completed the mission they were attempting.
- Uninvited (Favor the Bold) - If you're already using Machinations, consider Uninvited instead. It could clog your hand and is a little more restrictive, but your opponent won't see it coming... at first.
Dilemmas
- Code Forty-Seven/Healing Hand/Honorable Pursuit (Peak Performance) - Three new filter dilemmas which are cheap and could potentially stop multiple/more powerful personnel or return to your pile.
- Forced Into Labor/Gravitational Anomaly (Peak Performance) - Two new walls that require a new equipment by name just scream for Harsh Conditions. Just keep in mind that Harsh Conditions does nothing not only against Voyager, but against Equinox as well now.
- In Development (Infinite Diversity) - Stops the cheap guys and doesn't consume like In Training does. Pretty expensive, though.
- Miner Revolt (Virtual Promo, Raise the Stakes) - Excellent multi-stop planet dilemma, works wonders against weenies. But even if you hit Bareil Antos, at least you stopped him and one other.
- Show Trial (The Undiscovered Country) - Average single stop two-cost dual if you're ahead, but if you're behind, it gets you two stops for only two cost.
- Slightly Overbooked/Spatial Interphase/Unfair Terms/Well-Prepared Defenses (Raise the Stakes) - If you're already going for a two-mission win, these dilemmas should help buy you enough time to get there.
- The Captain's "Guest" (This Side of Paradise) - Hate Cadets? Add this dilemma. Hate Borg? Name "Drone". Even for affiliations it is not tailored for, it still stops one personnel if you miss on it.
Missions
There have been a bunch of missions added; I won't go through them individually, but some may work out with your skill mix. Also keep in mind that all missions are printable, so I recommend downloading deckpadd to search for the right ones for you. However, one mission is worth highlighting specifically:
- Transport Crash Survivor (Infinite Diversity) - If you have a fourth mission slot that you weren't using, and hate what microteams do to your dilemma pile, add this guy and watch your opponent squirm.
Go! Print cards! Have fun! Come back for more!
Editor's Note: The Continuing Committee would like to thank Lucas for sharing his wonderful article series with us! We hope you've enjoyed it!
-djl-
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