Second Edition British Nationals winner Stuart Motley |
Stuart'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? I've included a Horgahn and an orb from previous versions. Don't know why I didn't do that sooner! The Dax/Bashiar combo for kill prevention makes them a target and the ability to bring one back again later on with an orb was invaluable. After completing a mission against Nick, Bashir was the only person stopped after using his ability and I managed to shuffle the Horgahn to prevent leaving people lying around for him to attack. Having Richard Galen in hand to download and play again the following turn was most helpful. One error I did make was Walk the Line, I misread this card thinking I could use a personnel from hand. This card is terrible. What would you nominate as the MVP card from your deck? For the dilemmas, Interstellar Exigence is excellent, potentially stopping three, with one being a choose and the others being random. I like to match it with dilemmas that don't go under like Where No One has Gone Before or Flim-Flam Artist - since it requires law one side and diplomacy the other (which often go together on the same personnel). Also, a question from Faithful Reader (Second Edition Brand Manager): Are there any cards from Shattered Mirror that you wish you could have used? Do you have anything else you'd like to say about your deck? Thanks to all the volunteers who keep this game alive! |
My Commentary: Other notable changes include working in some Bajorans, which I like to see in an Inyo deck. The Worf/Dax/Bashir combo that's available to DS9-Earth decks is nice, but having access to The Emissary and Return to Grace Opaka and Odo (Curzon here, but I like Constable too for some interference protection) is even better. Additionally, Sharish Rez is basically always going to be free, and Kira Nerys' (Lila) ability to bring any card of your choice back to hand from your discard is incredibly useful. Those Bajorans also help you fly the Xhosa, whose retrieval ability can also win games. This deck has the Orb of Prophecy of Change, which combines well with the Xhosa - swap a cheap personnel into the discard pile, then replay them next turn after returning them to your deck with the Xhosa. The dilemma pile adds the Chula package too, in a way that you don't see much outside of Europe (does Britain still count?). American Chula piles tend to be either all-in all-Chula-all-the-time affairs, or standard attrition piles with the Chula package, except they're slimmer to increase the odds of drawing the Chula dilemmas together. Setting the pile up like this (44 cards, while not huge, is definitely bigger than most American piles) does sacrifice some consistency, but it gains some flexibility in terms of dealing with different decks. In his interview, Stuart mentions a fear of Starfleet decks - and American Chula pile would be in even more trouble in that specific match-up, because you're more often going to draw those random selection dilemmas that don't require a skill. I would like to briefly speak in the defense of Walk the Line. I too thought it was useless once I realized I was initially misreading it, but was surprised to then see it being used well. What you need is expendable personnel though, which this deck doesn't have. In a weenie deck you'll have plenty of Annelis to burn through in order to let others move on - its a much bigger ask in this deck to need to put someone like Kira on the event to let someone else go on. |
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