Welcome back for another season of The Road to Worlds. Around this time every year, we have a three-month stretch where each region of play for the various Star Trek card games gets to have its "big dance." Whether the players of your locale are rated 1800 or don't know their rating, whether your nearest regional attracts 4 players or 40 players, once a year everyone brings their best decks and competes for their regional title. I'm here to celebrate with the winners, ask them what they think, and analyze their decks.
Week two of the Regional season brought us a Chicago double header and the San Diego First Edition event. Maggie Geppert won the Deep Space 9 Second Edition Regional even though no one including Maggie picked her to win in the predictions thread. Later that day, Thomas Vineberg won the Risa Regional for the second year in a row. The second half of the Chicago events wrapped up on Sunday with Corbin Johnson taking the gold in the Deep Space 9 First Edition Regional.
Second Edition winner Maggie Geppert |
Maggie's Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? I was hoping that I wouldn't face any decks that would require me to destroy events or prevent interrupts, because this deck doesn't have anything in it to do that. Also high on the list is Casey Wickum's TOS deck, which he ended up playing. Casey is a master skill-tracker, a skill which he uses mercilessly with Infinite Diversity and Rapid Progress. He combines this in the deck with Coordinated Counterattack, keeping people from gaining the skills they need to get around those dilemmas. My deck has a number of well-known skill gaps and no ways to gain skills, so this would be a big problem. Prior to this tournament, did you have much experience playing this deck (or decks like it)? Did you learn anything new about it when you played it this time? Did you use any situational cards (cards that you wouldn't expect to be useful in every game)? Are there any whose usefulness exceeded your expectations? Were there any that you wouldn't include if you played the deck again? A card that exceeded my expectations was Bajoran Gratitude Festival. I haven't played Bajorans often, and have almost always gone with Bajoran Resistance builds, so I haven't explored their relationship with the discard pile very much. I hadn't realized how big it could get and how fast that can occur. Therefore, I didn't think I'd have the fuel to make use of the Festival to its full value. Those extra card draws were always handy, especially for putting more useful things in the discard pile! I would leave out the Horga'hn and Tox Uthat in my next iteration. I think I put them in to try to get an equipment achievement, then got distracted and never followed through on it. What would you nominate as the MVP card from your deck? Do you have anything else you'd like to say about your deck? |
My Commentary: Even with Transport Crash Survivor in the mix, Bajoran decks like this one (and Vineberg's deck from last year) that use Denorios Belt can at least avoid its effects until their second mission. That's good, because it is the single most common card across all decks on the website, and the power of an integrity-based deck fluctuates greatly depending on whether or not it is in play. Making it so it doesn't affect one of the three missions that the deck intends to solve smooths out the variability of the deck's performance. That means solving two 40 point missions in a bonus-point-light affiliation like Bajorans, but that's where Maggie's friend Bareil Antos comes in. Another thing that Bajoran solver decks I've tried in the past have lacked is card advantage. That's where Fajo's Menagerie comes in. This deck has a pretty wide spread of artifact equipment, and the Menagerie can translate those into free draws. The draw deck cost curve here is reasonably low, allowing it to generally take full advantage of those extra draws - in general, draws decrease in value as the average cost of your deck increases. In a deck like my Georgia Masters deck, I wanted all the cards I could get because I could basically dump my hand every turn. A deck like the Romulan Kill/ALC deck is more interested in generating counters in order to dump the expensive, powerful personnel like Donatra. Maggie's deck is somewhere in between those two decks, where a drawing 3-4 cards 2-3 times per game with Menagerie supplements the counter gain of cheating high-cost people into play with Accession nicely. |
First Edition winner Thomas Vineberg |
Thomas' Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? As far as decks, I didn’t want to be the next victim of TK’s capture/kill everything deck, but I assumed it might show up. I figured this was about as good a defensive setup as I was going to get for that, being based at a homeworld, behind a wormhole, having quick access to hand weapons, with a Battle Bridge and a bunch of low-staffing Alliance Interceptors that can both land and have formidable stats in the Bajor Region. Despite the extra help from Greater Glory, it would have been a challenge to face Terran Terok Nor, but I didn’t think it was likely. Prior to this tournament, did you have much experience playing this deck (or decks like it)? Did you learn anything new about it when you played it this time? Did you use any situational cards (cards that you wouldn't expect to be useful in every game)? Are there any whose usefulness exceeded your expectations? Were there any that you wouldn't include if you played the deck again? What would you nominate as the MVP card from your deck? Runner-up would be the Alliance Interceptor - single staffing requirement, 9-8-6 stats in the Bajor Region (which all my missions were), downloadable at will to Docking Ports, and built-in, free landing capability! Awesome. Only the lack of tractor beams kept it from being the sole class of ship in the deck. Perfect for cross-quadrant expansion too: take one out early through the wormhole, land it safely on AQ Bajor, then beam back and forth at leisure with Multidimensional Transport Device. On the seed side, Buried Alive might be my favorite dilemma ever. So many possibilities. Also, I was pleased with how well the A New Game-enhanced Chula combos worked. Do you have anything else you'd like to say about your deck? |
My Commentary: I mean, look at all those draw engines! The drawing capability of the deck has the potential to vastly outstrip the playing speed. To a speed player like myself, the imbalance feels uncomfortable - I'd rather just play what I get and throw those personnel at missions and see what happens! Thomas is clearly a more methodical player and deckbuilder, and to him it is more important to have a variety of play choices available to him. Between the draw potential and We Need You Here, no wall dilemma should hold Thomas back for long; he should almost always have the answer by the next turn at the latest. The next point of interest about his deck is positively heartwarming to me: there are no Referee cards. Skipping out on Q's Tent: Civil War is rare enough, but players who would do that would generally still seed Tribunal of Q and stock the most essential Referee-icon cards in the draw deck. Doing so had become a bit more common after the change to In the Zone, but I personally could not even imagine doing without any Referee cards until the recent change to OTF format. Including General Quarters and You Are a Monument in the OTF rules has made it possible to skip Referee cards altogether. You're still taking a chance in doing so; for example, who knows when you might suddenly be facing an Space-Time Portal drop deck and wishing for It's Only a Game? But with GQ and YAaM in the rules now, it's a reasonable risk to take, and speaking as someone who likes seeing new deckbuilding trends, this is an exciting time to be watching deck lists. |
First Edition winner Corbin Johnson |
Corbin's Commentary: As far as other decks considered: I was contemplating bringing a deck I'd built around the new card "Renewed Spirit" and "Habit of Disappearing" but my playtesting of it proved it to be fun but not competitive. I has also considered bringing my deck from regionals two years ago (Bajorans with lots of draws and lots of counters) but found that deck not quite ready either. What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? Prior to this tournament, did you have much experience playing this deck (or decks like it)? Did you learn anything new about it when you played it this time? Did you use any situational cards (cards that you wouldn't expect to be useful in every game)? Are there any whose usefulness exceeded your expectations? Were there any that you wouldn't include if you played the deck again? What would you nominate as the MVP card from your deck? Do you have anything else you'd like to say about your deck? One more thing: I didn't see "The Juggler" in any of the three games. I'm surprised I didn't because a trick of the deck was to use Souls of the Dead to put a card on top of my deck and then use BRC to draw two cards (essentially allowing me to draw any card in my discard pile). |
My Commentary: There's a reason why most of those interrupts are banned and/or the targets of errata in the OTF format. After all, an engine that fills your hand and fills it with exactly the correct cards seems to defeat the purpose of playing a game with a randomized deck, right? So, at first glance, it seems problematic that Habit of Disappearing fills your hand, while also filling your discard pile with cards that you can just reach in and grab. The thing is, you can't just reach in and grab them anymore, in part because the Hexany interrupts are gone. Souls of the Dead, while strong in this scenario, is balanced by placing the cards on top of the deck, thus slowing down any potential combo. It also can't just be placed in any deck, you've got to be playing enough Bajorans to get three of them out routinely. I'm very happy to see ways in which it feels different to play different affiliations in First Edition, even if it is for the already wildly In any event, I believe that the ability to fetch the right cards for the right situations is a major strength of this deck. It does appear to have a lower personnel to turn ratio than most decks, but I see over and over examples of having the right personnel being better than having the most personnel (see also Thomas Vineberg's deck from this week). With the Genesis Device's ability to create two-mission wins and the Bajorn's natural ability to turtle at their HQ, I would call this the solver version of a Habit of Disappearing deck. However, it sounds like Corbin (and others on the forums) have more ideas of what to do with this new tool, and I'm excited to see what they come up with. |
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