Second Edition Atlanta Regional winner Greg Hodgin |
Greg's Commentary: What other decks did you consider using? 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: Since Greg last won with this deck, I've had a chance to play around with some Borg solvers, and I think Greg is spot-on with his MVPs. A lot of a Borg solver's strength comes from its easy ability to set up those two wall dilemmas, Tactical Disadvantage and Back to Basics. For Tactical Disadvantage, barring very rare circumstances, Borg only ever need to play one ship per game, and all of the rest can be held back. Often, you'll find yourself in a position where even one big ship will be enough to win a Tactical fight. And for Back to Basics, as long as you draw into any interlink drone, just start slamming your personnel against your missions, being sure to interlink away at least 14 personnel and ships. You can always shuffle the important interrupts back into your deck with the Observation Drone when you solve (interestingly, Three of Nine is absent here). The other major factor in the effectiveness of Borg solvers is the quality of their dilemma-busting interrupts. And it isn't just Knowledge and Experience (though that one's plenty good), it's also Analyze and Adapt. Dilemma piles these days are just full of variable skill walls like "Rapid Progress" and multiple copies of effective dilemmas like Intimidation. Being able to force the opponent into hedging their bets when they give you dilemmas that are otherwise very potent (especially against Borg) goes a long way towards winning. Though Greg wasn't pleased with Standaard Punishment, I agree with his choice to look for something to replace Ascertain, since that is the weakest part of the Borg interrupt suite. |
Second Edition Manassass Regional winner Phil Schrader |
Phil'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? The main new thing I learned was that The Enemy of My Enemy is a very powerful card. I think I used it at least 3-4 times to be able to solve missions that I would have normally been stopped at. 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? I need to thank Kris Sonsteby and Brian Sykes. I used Kris' Cardassian deck from earlier this year as a shell and built it out to the final form I played today. I consulted with Brian a bit on some personnel choices, most notably the inclusion of AU Garak instead of Set 1 Garak. |
My Commentary: (A) Don't stop. Cardassians don't get stopped. Between The Central Command and Prefect Dukat (though Phil didn't use him here), Cardassians devour standard attrition piles. Against a deck like this one, without Dukat or Moset, attrition piles that deliver stops piecemeal (like Chula piles) are slightly better, but still not terribly reliable. Instead, kill them. Capture them. Assimilate them! Their only native kill prevention is Crell Moset, though he's less likely to see due to his cost and because he's only effective against dilemmas that cost three or more. (B) Don't count on skill walls. The Enemy of My Enemy is great at breaking though things like "Rapid Progress" or Dead Ringer. If Parek's in play, things get even worse, since he's a valid target for Enemy's skill gain. And if Alternate Universe Garak is out, abandon hope. Of course, you can't exactly count on non-skill walls like Tactical Disadvantage because Cardassian decks love their ships, and The Central Command basically acts like Bridge Officer's Test for Cardassians. And that brings us to: (C) Prevent interrupts. A lot of the power of Cardassia comes in the form of its powerful interrupts. Prevent them. Personnel like Staffer Sisko are the best way to do so, because Mila is there to prevent interrupt-based interrupt prevention. Fortunatley, most interrupt-based interrupt prevention, like Grav-Plating Trap and Lustful Distraction, have costs, so AU Molly won't be able to block them. |
First Edition Manassass Regional winner Austin Chandler |
Austin'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? Captain B'Etor & Captain Lursa were able to hold off God which happened at a huge moment during one game. What would you nominate as the MVP card from your deck? Definitely Historic Coming Together. I lost the Regency 1 in the first two games and without this card I wouldn't of been able to draw up cards and complete the missions that I needed. Also DNA Clues. I coupled it with my medical dilemmas and that stalled my opponents enough in three of my games that I was able to get the win. Do you have anything else you'd like to say about your deck? |
My Commentary: The Regent's Flagship decks have a lot going for them. First, you start out with one of the biggest non-Borg ships in the game in play, and then you get to download its commander (who then downloads lots of other goodies). I've written a few times about the strength of being able to engage in attacks of opportunity, and this set-up certainly provides you with the opportunities you need. And, with that Stolen Cloaking Device download, you can also strategically avoid giving your opponents opportunities to hit you. Mirror decks also have access to some of the best card draw options in the game. This deck feeds three whole free play engines without the need of any card-play draw sources. Study Divergent History can net up to two draws a turn for a single seed slot, and Pride of the Fleet doesn't even need a seed slot at all. Then there's Historic Coming Together - we've looked at some Regent's Flagship decks last year that don't even bother with Divergent, and just rely on Fleet and Historic for draws! This deck has all of those tools, and Austin was still able to seed 22 dilemma (or at least dilemma-like) cards. Being able to flex up to four-card combos can really stall out an opponent. Indeed, Austin calls out DNA clues, and that reminds me: I haven't seen McCoy in a dilemma pile in quite a while. He just doesn't fit very well in your standard 22nd century deck; maybe it is time to target that weakness? |
Second Edition Southern California winner Thomas Vineberg |
Thomas' Commentary: After looking over Fritz Meissner's article and designs, I went with his Jem'Hadar strength solver as a type that I was relatively familiar with. 4- or 5-man teams, 9-9-9 ship and the Remata'Klan/Arak'Taral combo were selling points. The format (with no Gomtuu, Issue of Trust, or Personal Duty) also seemed to play to its strengths. 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: However, without Power Shift around, one area in which the Romulans won't be able to compete is raw attribute power. Stop prevention is only one angle from which to attack attrition piles - in much the same way that prevention makes the dilemma choosing player overthrow, having high attribute values on your personnel does too. Whether it is because you fail to stop a personnel or two, or because you just need to stop more than average in order to prevent the solve, you're going to run into the same problem - the mission gets more buried. Where Jem'Hadar have the advantage is that they can threaten a micro-team solve sooner with those eights in the strength spot. The place where TV made changes was the dilemma pile, and I like the changes he made. A Taste of Armageddon and Simulated Prey are out, but you wanted to use those Uninviteds to fetch The Games rather than net a second kill on those dilemmas anyways. He Wasn't Nice shows up (and can be fetched with the aforementioned Uninvited), and is a great way to deal with the few stop prevention sources (Karina and Crell Moset). I like seeing The Needs of the Many too, since it'll be nice in the mirror match - you won't often be able to dump those Uninviteds mid-attempt to avoid the stops. And though In Development came out of the pool for Act II by popular demand, Slightly Overbooked will have much the same effect most of the time - definitely worth it even at four cost. |
First Edition German National Championships winner Stefan de Walf |
Meinhard'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: Though you're only playing your personnel to the one Time Location, you can easily move them around with the UFP: One Small Step that Tellarite Trading Post downloads (which, in turn, is downloaded by the Rendezvous. Using that means of non-spaceline-based movement, you can completely circumvent the Minefield pollution you're applying to the spaceline, even without using Romulan ships. I'd imagine we could even see a Klingon/Romulan or Starfleet/Klingon version of this deck, if you wanted to add in some of the 22nd Century Klingon capture stuff for more harassment. Good news though: that Romulan Minefield was just added to the Official Tournament Format ban list yesterday. While this deck doesn't need the card to function (or even the draws from it - look at all those draw engines), it will make it a little easier to play around. I recommend heading to the forums for a good discussion about the problems with the Minefield, and what people think the fix should be. One final note: as a Second Edition player, it is still really weird to see multiple copies of Rock People in a decklist. I know the conversion made it a good dilemma - I've even used it myself. It's just... still weird to see it being useful. |
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