Second Edition Manassas 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? 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? What time are you arriving for my Regional next weekend? Do you have anything else you'd like to say about your deck? I'm not sure there's anything specific about this deck I need to add that hasn't been said before. If you're considering giving this deck a whirl, please do! It's fun to have personnel with ALL THE SKILLS (looking at you Thompson) and being able to shut down Well-Prepared Defense (just ask Ben) by having a suite of high-point missions. |
My Commentary: In standard attrition piles though, those "bad things" are typically limited to nasty planet and space dilemmas like V'Ger or Greater Needs. Those dilemmas can show up here too, since they are just generally cost effective for what they do. But Unfair Comparison Piles don't stop there. Since you're already using a bunch of events to fuel the "events in core" cycle of dilemmas, you can also use your cheap stops to fuel those. Now you're not just threatening to block interrupts or future mission attempts, you can start whittling away your opponent's personnel, perhaps even aiming for destaffing. Once your opponent is in a situation where they need to play a whole additional ship and staff it just to get reinforcements, you've put yourself way ahead. Unfair piles don't just rely on the events in core dilemmas, they also usually get access to the 40-point mission dilemmas, which are brutal on low-cost decks. Sure, a weenie deck doesn't care as much about kills, since they can just replenish those personnel next turn. But when Unfair Terms into Whisper in the Dark kills six personnel for only two dilemmas under the mission, replenishing is suddenly a much bigger hill to climb. Ultimately, what makes the biggest difference in this pile's flexibility is the individual impact of each of the dilemmas. When you draw 8 dilemmas, but you only need two of them to stop the attempt, that means that you had more flexibility to draw situational dilemmas. Those 40-point mission dilemmas won't do much against a cost-cheating Klingon deck, but that's not a big deal because the rest of your pile will pick up the slack there. And if you encounter one of the five decks to include Desperate Sacrifice in the last three years? Well, Unfair Comparison and V'Ger still work just fine. |
Second Edition German National Championship winner Benjamin Liebich |
Ben's Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? You recently won a Regional with a Klingon battle deck, but you made some significant changes to the deck. What changes were the most beneficial? Which changes were the least useful? 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: One thing I like about this particular battle deck is its flexibility (theme of the week!). On the one hand, there's A Chance For Glory, which aims the deck towards a two mission win. That's great, especially when working towards that goal also puts dilemmas under Delta Pavonis. When you win with two missions, and one of those missions gets free dilemmas beneath it, you're starting to look at more of a one and a half mission win. On the other hand, sometimes you need to interfere with your opponent's strategy more than you need to advance your own. That's where cards like All-Out Warcome in. Killing three with one blow really helps to supplement the deck's kill dilemmas, and not just the "events in core" cycle. Once More Unto the Breach may only have a single kill, but it's attached to an all-stop. When you follow that up with three more kills with All-Out War and the promise of more, that's bad news for your opponent. Especially since, if they try to move their ship away from your battleship, Parallel Course will return overcome dilemmas to your pile. And, whichever strategy you find you need to focus on, there are cards in the deck that help you keep it going. Ben's on record in the interview saying he wasn't impressed by Standing Your Ground, but that's far from the only trick. The Bortas is there to help you dig for just the Maneuvers you want (and having Kromm aboard lets you play them on the cheap), and Noble Cause recycles the Maneuvers you used. Either way, you've got all the fuel you need to react in-game to your opponent's strategy, and adjust your game-plan appropriately. |
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