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Captive Pursuits

by Michael Shea, Ambassador and Designer

12th March 2018

When the Cardassians joined forces with the Dominion in 2373, it represented a fundamental realignment of power in the Alpha Quadrant. Prior to the disastrously failed attempted first-strike in the Omarian Nebula and the Klingon invasion, the Cardassian Empire rivaled even the Romulans in their cunning, treachery, and power. The Cardassians had long been experts at capturing “enemies” of Cardassia and getting the most out of their captives by any means necessary. But, the Dominion as no stranger to this tactic, and the Founders often directed for members of Alpha Quadrant powers to be captured and replaced by Changeling infiltrators. In the new Cardassian-Dominion Alliance forged by Gul Dukat, the potential for the tactical use of captives to attain victory should strike fear into any Alpha Quadrant adversary.

One of the goals of Symbiosis was to once again encourage the use of dual headquarters decks. Another was to provide mid-game and late-game options for players to recover from a point deficit, or to slow down a run-away opponent. The two cards I discuss today fit those themes, while adding to the set of capture tools already employed by the Dominion: Keevan, Pragmatic Captor; and Remata’Klan, Steadfast Sentinal.  



By the time we meet these two in Rocks and Shoals, the Wormhole has been sealed and Terok Nor has not only become the headquarters of the Cardassian-Dominion Alliance but also the command center for the Dominion War. From there, we can assume, Keevan and his crew of Jem’Hadar, including Remata’Klan, are ordered out on patrol, perhaps even looking for a certain fugitive Federation captain and his stolen Jem’Hadar attack ship. They eventually crash on a desolate and uninhabited world, on which by chance they meet Sisko and his crew. On Keevan’s orders, the Jem’Hadar capture two Federation prisoners. Keevan decides to use them to gain an advantage and, unbeknownst to Remata’Klan, a way off the planet – even though it means becoming a Federation prisoner. Even though Remata’Klan eventually divines Keevan’s duplicitous motives, his own sense of honor will not permit him to be dishonest or disloyal.

These cards capture the essence of the characters as they’re depicted in Rocks and Shoals. They both have the [TN] icon, denoting the reality that, at this point in the story arc, Terok Nor is the seat of power for the Cardassian-Dominion Alliance. Keevan cannot be played unless his owner commands six [TN] personnel; and he allows his owner to name a personnel and capture each copy of that personnel an opponent commands, but at a price: his owner must place Keevan in that opponent’s brig. But, his 2 Diplomacy (a first for Terok Nor), Navigation, and 2 Treachery could also come in handy for completing missions. Remata’Klan has excellent attributes and the rare Honor for Terok Nor, and he does something not typically seen in capture decks: you can use him to return an opponent’s captive in order to prevent an event or interrupt.

While these personae of Keevan and Remata’Klan will certainly find a home in Terok Nor control decks, I have chosen to show them off in a dual headquarters Cardassian-Dominion deck. There is no dilemma pile included in this deck as there may yet be revealed some help for dual headquarters decks in dilemma form. For now, let’s focus on the draw deck. Dukat, Cardassian Representative allows for the download of any [Dom] card, which should come in handy. Arrest Order, Trap is Sprung, Clandestine Kidnapping, and Keevan, Pragmatic Captor help with acquiring captives. Prison Compound; Labor Camp; Means of Control; Corbin Entek, Inquisitor; and Remata’Klan, Steadfast Sentinel are all there to take advantage of the captives once you have them. Madred, Calculating Captor makes an appearance to help get the Punishment cards you need when you need them. Tenak’talar, Vanguard of the Occupation is in the deck to help out at Kressari Rendezvous. Sixteen of the twenty-four personnel in the deck cost two or less, so the deck should move fast enough, and the fact that two of your attemptable missions are in Cardassian space means that moving from Founder’s Homeworld to Cardassia with the Tenak’talar, won’t result in a lost turn. Indeed, with opportunities to score bonus points at Kressari, from the Tenak’talar, and from the captives the deck should be a two-mission win in most games.

Stay tuned for more excitement from Symbiosis.

Discuss this article in this thread.


Print DecklistPrint ChecklistCopy DeckDownload Into DeckPADD

1U153•Cardassia Prime, Hardscrabble World
3S92•Founders' Homeworld, Home of the Great Link
30V25•Cardassia IV, Hold Secret Prisoners
23V29•Mine Vendarite
1U184•Kressari Rendezvous

Draw Deck (48)
1U632x Cardassian Phaser Pistol
3U322x Jem'Hadar Disruptor Pistol
30V142x Clandestine Kidnapping
1U932x •Labor Camp
4R682x Prison Compound
0VP2211x Tacking Into the Wind
30V202x Trap Is Sprung
2C691x Unexpected Difficulties
1R1221x Arrest Order
7U422x Means of Control
3R742x Our Death is Glory To the Founders
30V401x •Corbin Entek, Inquisitor
3R1411x •Damar, Useful Adjutant
3C1422x Davin
22V331x •Dukat, Cardassian Representative
41V181x Ekoor
5P251x •Elim Garak, First Officer of Terok Nor
1R2451x •Madred, Calculating Captor
3C1473x Nerot
28V251x •Yaltar, Draft Supervisor
19V101x •Changeling Infiltrator
3C1562x Imat'Korex
43V171x •Keevan, Pragmatic Captor
3S1632x Noret'ikar
31V341x •Rayva, Bureaucratic Ally
43V181x •Remata'Klan, Steadfast Sentinel
3C1683x Tozara'Kesh
22V351x •Weyoun, Dominion Representative
3C2013x Modern Galor
0VP1882x •Tenak'talar, Vanguard of the Occupation

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