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So, You're New to Maquis?

by Maggie Geppert, Vice Chairman

25th January 2018

Jean-Luc Picard: It's never easy to leave one's home - the safe and the familiar. But there are times when... the greater good demands that certain... sacrifices are made. I'm sure that was something that your grandfather understood.

Anthwara: So does his grandson. There are also times when a people sacrificed too much. When a people must hold on to what we have, even against overwhelming opposition.

                                                                        -from “Journey’s End”

I’ll be honest.  The Maquis are not a well-beloved faction in Second Edition.  They represent a particularly powerful style of control deck.  Through a variety of cards, they have the ability to return cards to the top of their owner’s deck.  This often means that a person who plays against a Maquis player will often not be able to play cards, or play very few of them.  Maquis control decks are often paired with All-Consuming Evil/Tragic Turn dilemma piles that kill off large numbers of the personnel that you do get to play.  Look elsewhere if you want to learn more about playing this type of deck.  This is not The Full Nelson.  Today’s deck shows you the softer side of Maquis.

Hugora Nebula, Border Crossing

Missions

The headquarters for this deck is Quatal Prime, Quiet Mining Colony.  This is the version of the Maquis Headquarters that gave them new flavor in A Time to Stand.  It allows any events you place on your Region: Demilitarized Zone missions to cost -1.  The first mission to attempt is Hugora Nebula, Border Crossing.  You have to be careful with this mission.  You want to make sure you have 4 events on it before you finish it.  You can put more events on later to make it worth more, but you won’t score those points.  After that, I would attempt Evacuate Colony.  The strength side of the mission is probably easiest.  I would probably round things out with Elude Federation Forces, as everyone and their cat in the Maquis seem to have Astrometrics and/or Navigation.  Soltok IV, Transport “Medical Supplies” is probably a little more difficult for the Maquis.

Draw Deck

The idea behind this deck is to get cheap events on your missions.  As mentioned before, the Hugora Nebula gets a bonus for all those events.  You can also get bonus points for Debate Over Dinner and Habak, so that mission can get bumped up to 60 points.  If you’re feeling lucky, you could add Raise the Stakes to this deck.  Hurried Departure can also boost the nebula even more.  You may have been wondering how you can complete Evacuate Colony with all the [Maq] personnel in this deck.  Well, the solution to that is Ignored Jurisdiction.  This event is essentially free and can’t be destroyed (though you can prevent it).  Finally, you can protect yourself from nasty dilemmas that hose these Treachery-heavy Maquis, such as An Issue of Trust, with Self-Replicating Roadblock.

There are a few what I would think of as standard [Maq] interference cards in this deck, because some things are just irresistible.  The first and foremost of these cards is Shankar, Maquis Soldier.  This powerful 4-cost personnel causes your opponent to place their entire hand on the top of their deck.  A first-turn Shankar is, in my opinion, one of the biggest negative play experiences out there.  Frankly, the Maquis are not that great at completing missions, so slowing down an opponent can be imperative.  In a similar vein, Reide is here as well.  He’s a little more balanced as the Maquis player must discard two [Maq] cards from hand to make their opponent put two random cards on top of their deck.  Finally, the U.S.S. Defiant, Stolen Warship is here.  I think that I wouldn’t use it too much to put cards back on my opponent’s deck, simply because it’s a lot of resources (7-cost, three [Cmd] and one [Stf] personnel, stay at an opponent’s mission) to invest for a single card.  The Cosette, Reliable Raider is the go-to ship for moving around the DMZ, anyway.

Ominous Presence

Dilemma Pile

I paired this deck up with the standard attrition dilemma pile I’ve been using for a while.  This pile doesn’t really have a lot of combos in it.  The big idea is just pull people out and if you get lucky, hit them with a nice wall.  Instead of focusing on some of the well-known dilemmas that get used often (Hard Time, An Issue of Trust or The Weak Will Perish), I thought I’d take a look at some of the more situational dilemmas in this pile that have won me games.  The first of these is Insurrection.  This dilemma rocks against a variety of common missions, such as Investigate Maquis Activity or Cardassia IV, Rescue Prisoners.  It adds 10 to any attribute requirement <32 on those missions, so will throw a monkey wrench into any plans for microteaming from your opponent.  Similarly, Zero Hour boosts mission requirements as well, adding 3 to each requirement for each event in your opponent’s core.  This is a very situational card (not everyone has lots of events in core), but I have played it to good effect against core event heavy decks like this one.  Finally, I’d like to give a shout out to Ominous Presence.  One weakness of this pile is that the dilemmas tend to be spendy and I find myself often wishing that this one or that one cost one less so I could use it.  There are a large number of decks that allow me to make use of the discount on Ominous Presence to get it down to a 1-cost card.  It tends to be quite effective against [Bor] and [Kli] decks, especially.

Credit Where Credit Is Due

Michael Van Breemen (The Ninja Scot) lent me this deck.  Thanks, MVB!  I added the dilemma pile, since his version didn’t have one attached.


Discuss this article in this thread.



This deck is currently eligible for the following family or families of achievements:

Decklist

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Missions
Headquarters
36V26•Quatal Prime, Quiet Mining Colony
Planet
1U165•Evacuate Colony
40V24•Soltok IV, Transport "Medical Supplies"
Space
14U54•Elude Federation Forces
36V21•Hugora Nebula, Border Crossing


Draw Deck (60)
Event
15V113x Debate Over Dinner
25V93x Habak
36V93x Ignored Jurisdiction
25V123x •Not Easily Taken
30V173x Self-Replicating Roadblock
Interrupt
4U933x Operational Necessity
Personnel
Bajoran
2C1091x •Ro Laren, Maquis Sympathizer
36V291x •Teero Anaydis, Misguided Vedek
Federation
25V353x Anhaica
36V301x •Anthwara, Steadfast Elder
3R1741x •B'Elanna Torres, Creative Engineer
17V591x •Cal Hudson, Convincing Recruiter
2R1201x •Chakotay, Freedom Fighter
36V313x Davidson
4U1411x •Kalita, Maquis Pilot
36V332x •Michael Eddington, Changed Man
6P511x •Santos, Squad Leader
6P523x •Shankar, Maquis Soldier
2R1311x •Thomas Riker, Defiant Leader
11P191x •Tom Paris, Starfleet Observer
11P201x •Tuvok, Undercover
36V351x •Vance, Sympathetic Pilot
25V421x •Wakasa, Tribal Councilor
26V371x •William Patrick Samuels, Well-Placed Agent
Non-Aligned
22V393x •Amaros, Freedom Fighter
38V361x •Brathaw, First Mate
4C1643x Reide
18V401x •Sakonna, Puzzled Interrogator
2C1593x Sark
Ship
Federation
24V453x •Cosette, Reliable Raider
36V451x •Fantine, Raid Vanguard
3R2051x •U.S.S. Defiant, Stolen Warship
2R1731x •Valjean
Dilemma Pile (38)
Dual
29V11x Adopted Authority
10R22x An Issue of Trust
36V21x Becalmed
14U41x Chula: The Chandra
23V31x Coolant Leak
34V31x Dead Ringer
6P62x Hard Time
24V61x Insurrection
26V41x Intimidation
14C72x Moral Choice
26V81x Ominous Presence
28V31x Overburdened
22V81x Pitching In
3U262x Secret Identity
13R201x The Dal'Rok
24V111x The Oracle's Punishment
31V113x The Weak Will Perish
2C251x Timescape
Planet
38V41x Hard of Heart
38V61x Journey to the Past
10C121x Necessary Execution
3U251x Rogue Borg Ambush
28V51x Standing Trial
15V91x We'll Never Know
8R201x Zero Hour
Space
27V11x Ardent Predator
12R41x Distress Call
3R121x Gomtuu Shock Wave
8R131x Outclassed
1R421x Personal Duty
39V31x V'Ger
7R151x Where No One Has Gone Before


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