First Edition Texas Chainsaw Masters winner Kenneth Tufts |
Ken'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: The biggest change is the switch to the two-mission win, using a forty-point space mission. Now, my sources tell me that The Inner Light does not make it so your opponent can use any affiliation to attempt it, but for any Klingon opponents, those are not particularly difficult skills to come up with. Be prepared to do some defensive dilemmaing, especially since Klingon decks have a tendency to be the aggressive sort that Ken reminds us are a tough match-up for this deck. What a two mission win buys us (among other things) is some help against those aggressive decks. Burst-solving two missions after hiding at your Time Location is a much, much more doable plan than solving three. Ancient Vulcan ships aren't exactly speedy either, so it is much easier to make sure that you can reach the missions you need from Vulcan. That means doing some tactical mission seeding, possibly making it more obvious which missions you actually intend to solve, but increasing the likelihood of reaching the Parvenium Sector in one go. Tempered Advancements caught my eye even before Ken mentioned it. Even on the surface of it, being able to gum up the works by stopping that personnel that has that skill your opponent needs to solve this turn is very tactically useful. But after reading his report, I'm even more impressed. After having my Computer Crash blocked by Quark's Rods four out of five rounds at Worlds, I'm half tempted to use this myself, even in a non-Vulcan deck. Finally, Alien Conspiracy joins the dilemmas this time, and it seems like a good card to use in this deck! With enough dissidents, that's two choice kills, and that's more than enough to set up some very nasty walls. |
Second Edition Texas Chainsaw Masters winner Matt Kirk |
Matt's Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? I did not want to face any heavy interaction decks. Nick Yankovec's Dominion deck slowed me down with all three Crippling Strikes, and even that was enough to hold the deck to a Modified Win. While the deck handles resistance from the opponent's dilemma pile relatively easily, it has next to no defense vs any kind of assimilation or battle strategy (one of the reasons I added a couple Grav-Plating Traps to the Lustful Distractions for more permission). I also did not want to see Tragic Turn-based dilemma piles. While the newer Starfleet folks have ways to mitigate stops, they will keel over and die if Phlox gets picked off against a kill dilemma pile. I added two ETUs and Escape as insurance against the worst of it. Happily, this also led me to include Grav-Plating Traps, which I was looking to pair with Trelliums. Since I went with ETUs, I felt like I could still add two GPTs. 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: For this deck, the line is, for the most part, drawn between the cards that require dilemmas under missions versus the cards that require completed missions. Archer is the easiest of the new tools to activate (and one of the most powerful), so yeah, plenty of him to go around. But, as tempting as using Dangerous Missions Trip with Ripple Effect to get a bunch of free counters is, Captain's Log Trip has that rare Starfleet Archaeology and skill cheating and that ability that is active on your very first mission attempt. That said, Accumulated Knowledge might as well require a completed mission, but the effect is just too powerful to pass up (and is very playable on an At What Cost? turn with a few under Jupiter). Now, John advertised this deck as copy-paste, but if you add 11 cards to a 45 card deck, I'm prepared to call the deck your own. And there's some important stuff that has been added! Matt calls out the anti-kill stuff (important when Dereliction of Duty can help kill piles shut off those pesky anti-kill personnel abilities) and Grav-Plating Traps, but just as important are the additional cycling tools. If you're going to add that many cards, it's a good idea for four of them to be These Are the Voyages and AU Bashir. That way, you can dig for what you need (like a Dukat versus Bajorans or a Shran versus a slower match-up) more easily, and throw that Fitting In back if it looks like you aren't going to need it. |
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