Second Edition Qo'noS Regional winner John Walchle |
John'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: It helps that TOS feels like a Good Guy affiliation to play. They're not big on surprises, with most of their personnel abilities activating in the play phase. They're very up-front and honest about what they can do - if you lose, well, they tried to warn you! And abilities like Sisko's interrupt prevention and the skill-gain prevention on Coordinated Counterattack help keep the opponent honest too. That's not to say they don't have a few tricks up their sleeves should the going get tough - Driven is a fantastic skill-cheating interrupt, which is even more useful with Dereliction of Duty lurking around the corner all the time these days. I was playing a test game with TOS, and I was really impressed with how impactful Ilia can be, especially in a tight 40 card TOS deck like this one. A lot of recent discard pile retrieval tools stipulate that the targets must be personnel, ships, or even equipment, but Ilia will shuffle two (or more!) of anything back when you play her for full cost. Now, in a larger deck, that probably won't do much, but in a slim deck like John's, she can make a huge difference. John's deck also has a characteristic that I haven't seen as much recently, but can be very impactful if your opponents tend to go space-first exclusively - he has twice as many space dilemmas as he has planet dilemmas. If your opponents are going space first, you'll optimally get a chance to filter a bunch of those dilemmas out before they head for planet missions, and often you get more bang for your dilemma buck out of those first mission attempts. Think about it - how often do you go out to your first mission before you have a hand or core full of cheaters? It's by the time you're on your second or third missions before most of your deck's tricks are up and running. By going heavy on space dilemmas, John's trying to hit you hard in the early game, when it counts the most. |
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