First Edition GenCon Masters winner Edwin Latrell |
Edwin's Commentary: I originally toyed with three primary ideas, however, I settled on TNG Ferengi for two main reasons: 2) I liked some cards ( [Univ] B’Rel and Duj Saq) that worked synergistically with other cards I knew I wanted in the deck, however, these never made it into the final version of the deck. Though these cards were not in the final version, the provided me the foundation from which the rest of the deck evolved. Second Part: Did the deck’s evolution impact your desire to continue to keep playing it? Deck design requires some understanding of what decks the build will do well against and those it will not perform well against. What decks, if any, did you tech against and which ones did you feel confident in facing with your deck? That said, I knew Borg was a bad matchup. There was very little I could do about it and with that understanding failed to adequately prepare to face it. I made the mistake of writing that matchup as an auto-loss for me and so failed to at least play test against it in order to better understand the weaknesses my deck had against it. Had I done so, I would have discovered how disastrous actually playing Kiva Fajo – Collector is against a Borg Queen lead horde. I was actually feeding Dan Hamman’s deck with Kivas and that was unexpected to say the least. If I had play tested more diligently I would have seen the value of Ref-cards like Obelisk of Masaka, Access Denied, and some others that specifically help against Borg. With that knowledge I could have at least provided some sort of game to Dan when I sat down across form him and his Borg deck. What level of familiarity did you have with your deck, or decks like it prior to GenCon? What Lessons Learned did you gain from playing your deck at this event? In my line of work there is a maxim: Complacency Kills. Every time I play, I am afforded a new opportunity to learn more about the game, and about the players who are helping to keeping it alive. If I walked away from a game having not learned anything I would be guilty of being a complacent player. In such an instance, the loss would be mine, and a well-deserved loss it would be. In this tournament I played so many different kinds of decks that I learned at least the same number of new things. I cannot pick out one pithy soundbite to encompass my lessons learned piloting my deck at the event because they are numerous and all equally valuable to me. Your deck employs cards not often found together in TNG Ferengi Deck. How many of these are situation cards? Did they work, or were they taking up deck space? How many of the cards you recognize as being situational would you retain in future iterations of this particular deck? Additionally, the following cards were those I specifically tech-ed in against archetypes I knew I may face. These are listed in below, including the name of the archetype(s) I placed them in to counter. [Univ] D’Kora Marauder (Battle, Borg). Every player feels that one thing more than any other contributed to the overall success of the deck they piloted. What do you feel that is in your deck? Is there anything else you can tell us about your deck? |
My Commentary: And yet, here we are with a TNG Ferengi deck that has taken down a major event, through some very stiff competition. Edwin has used some pretty clever techniques to bring our lobed friends up to speed. Taking Charge is quite a nice engine for them due to their popular DaiMons, and fetches not only Forced-Labor Camp but the popular Process: Ore Mining. Those objectives supplement the draws from Kivas Fajo - Collector, who is significantly less risky these days due to the decrease in Q's Tent - Civil War usage. These Objectives help to ensure the effectiveness of Temptations of the Flesh, which is a great mass-stopper that also ensures a reasonable mission attempt was initiated before allowing the weakened crew to move on. TNG Ferengi don't have access to the same two-mission wins that other TNG factions do. Their icons don't show up on the easy, high-point, HQ: Defensive Measures-protectable premiere missions; they also don't have the mission specialist depth that the Federation, Romulans, and Klingons do. The Genesis Device is available to them, but after recent high-profile Genesis-fueled wins, it's hard to imagine Edwin wouldn't have seen the Device blow up in a disruptor accident. What we have instead is an interesting mix of some capture side-strategies. Ferengi Ambush has always been popular in TNG Ferengi decks, but using it to capture personnel that you then use to fuel draws and bonus points is really cool (5 points). |
Second Edition GenCon Masters winner Phil Schrader |
Phil's Commentary: 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? |
My Commentary: On the other hand, Ken and Phil's version likely draws more reliably. Kevin's latest build drops the "Common" events in favor of more often drawing the potent combo pieces of Preposterous, Guinan, Inyo, and At What Cost?, but those are a lot of different pieces to draw, even in a slim deck. This deck just needs to draw personnel of different affiliations (which come in many possible permutations), and add to them the six Common events. What's nice about the Common events is they don't need to be drawn in a certain order, and they certainly don't need to be drawn together. Just firing off a couple of them greatly increases the odds that you'll draw into more by the time you're ready for them. Sure, a turn where you chain the draws from Cause into counters from Purpose and just keep drawing through your deck are nice, but they're entirely non-essential. Phil's major addition is that of the Sao Paulo, perhaps a concession to the kill weakness of the original Tufts. It may feel weird to add a 7-cost ship to a weenie deck that should generally not care about losing individual personnel, but it can be worth the cost to counter All-Consuming-Evil piles so directly - especially for a deck that plans to solve two space missions. It doesn't directly answer the 6-cost dilemmas though, since the kill-free Slightly Overbooked and is what you'll face in space, and Unfair Terms shows up on planets. |
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