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Strategy Articles

So, You're New to Terok Nor?

by Maggie Geppert, Vice Chairman

14th June 2018

We'll discuss the repercussions later. Right now, I'm going to enjoy this moment.

                                                                                                - Dukat from “Call to Arms”

Kressari Rendezvous

Terok Nor is one of those affiliations that I find intriguing.  I like the mechanics that are available to them, but when I find time to build decks, something else always pushes its way forward.  Therefore, I decided to turn to Michael Shea for his assistance in locating a suitable deck for beginners.  Michael suggested that Terok Nor is a pretty good candidate when it comes to playing Slipstream format.  Wait, what’s Slipstream?  It’s the rules variant for a fast game in 2E.  From the Organized Play Guide:

“These rules offer reduced victory conditions for quicker games. A player wins when he or she has 50 points and has completed at least one mission of any type. The time limit for each round in Slipstream is 30 minutes.  Differential is capped at 50 points in Slipstream tournaments.”

Michael asserts that Terok Nor has the tools to get a one mission win and slow an opponent down so they don’t do it first.


One of the greatest advantages that Terok Nor has is its 1-span headquarters, Mouth of the Wormhole, Terok Nor.  I cannot overstate how important of an advantage this is in any game, not just in the Slipstream.  To be able to go from your HQ to a 3-span space mission and back again in the same turn is enormous.  The featured mission of this build is Kressari Rendezvous.  The requirement of Officer, 2 Treachery and Strength > 30 is ridiculously easy for a deck with Jem’hadar in it.  You can add to those 30 points by discarding up to 3 Hand Weapons for 5 points apiece.  The rest of the missions really are irrelevant, since at that point, you’re nearly at 50 points (more on this in the next section).  Gateway, Historical Research is here to let you download a personnel if you went 2ndAlpha 5 Approach, Transport Crash Survivor is here to limit your opponent’s ability to microteam and Evacuate Colony is here just to round out the mission selection.

Odo, Bajoran Representative

Draw Deck

You may be wondering how to get those last 5 points I alluded to before.  I would recommend using Gateway to get Odo, Bajoran Representative into your hand if possible.  He allows you to score those last 5 points for the win.  The other option for more bonus points is Tenak'talar, Vanguard of the Occupation, which scores 10 points when a unique [Car] uses a skill to complete a mission.  You don't need as many hand weapons if you go this route.  Self-Replicating Roadblock is in this deck to protect your Hand Weapons from Equipment Malfunction.  Ruling Council will let you unstop your stopped [TN] personnel, which can allow you to attempt a mission a second or third time in a turn.  Finally, Crippling Strike can be used to slow your opponent down by reducing their range at no cost to you.

Dilemma Pile

The dilemma pile here is a pretty straightforward Chula variant.  He’s included the most effective Chula dilemmas – The Game, The Dice, The Chandra and Trickery.  Of the other dilemmas here, Necessary Execution won’t be terribly effective if your opponent is playing Wolf 359, Last Stand, which is a common Slipstream strategy.  However, Where No One Has Gone Before and Simulated Prey are excellent choices.  The latter targets personnel with mission skills and the latter will hinder your opponent by putting their ship in their core for a turn.

Final Thoughts

From the one Slipstream event I’ve played, as far as I can tell, no one thinks beyond playing a Wolf 359 deck.  This deck shows that there are other options available to us when it comes to this tournament format.

Discuss this article in this thread.

Tournament Record:

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


Print DecklistPrint ChecklistCopy DeckDownload Into DeckPADD

3U96•Mouth of the Wormhole, Terok Nor
1U165•Evacuate Colony
13U45•Gateway, Historical Research
21V14•Alpha 5 Approach, Transport Crash Survivor
1U184•Cardassian Outskirts, Kressari Rendezvous

Draw Deck (38)
1U632x Cardassian Phaser Pistol
3U322x Jem'Hadar Disruptor Pistol
3C451x Jem'Hadar Ambush
30V172x Self-Replicating Roadblock
33V233x Crippling Strike
22V233x Ruling Council
31V291x •Kira Nerys, Grudging Ally
22V321x •Odo, Bajoran Representative
3R1411x •Damar, Useful Adjutant
22V332x •Dukat, Cardassian Representative
3U1461x •Mavek, Science Officer
28V251x •Yaltar, Draft Supervisor
31V322x Edan'Atal
3U1531x •Founder Leader, Beguiling Teacher
3C1643x Odera'Klen
3C1653x Rak'tazan
31V341x •Rayva, Bureaucratic Ally
3C1683x Tozara'Kesh
22V352x •Weyoun, Dominion Representative
19V143x •Tenak'talar, Vanguard of the Occupation
Dilemma Pile (30)
1C153x Chula: Echoes
8U62x Chula: Move Along Home
14U43x Chula: The Chandra
13R43x Chula: The Dice
30V23x Chula: The Game
30V33x Chula: Trickery
16V51x Chula: Unfortunate Roll
0VP772x Secret Identity
12R172x Swashbuckler at Heart
34V11x A Taste of Armageddon
24V52x Greater Needs
0VP1141x Necessary Execution
27V11x Ardent Predator
34V81x Simulated Prey
0VP902x Where No One Has Gone Before

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