Second Edition Online (is a) Regional winner Jon Carter |
Jon's Commentary: What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face? 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's interesting, my first instinct when looking to make a Q-mission 40 card deck was to think about solvers. You're only recycling the people, not the events and interrupts, so it didn't occur to me to build a deck that, like this one, aims to do things like battle. Earlier versions of this deck even had a few copies of Ja'chuq to capitalize more on the battle elements of the deck (the personnel version of that card, Kerla, is still around though). This latest iteration is more like a solver that uses some battle to get around the corner, somewhere in between my instinct and Ben's initial instinct. Building the deck this way allows the deck to be thin enough to guarantee the timely draw of Bah! and B'aht Qul, while still not risking losing all your personnel to, say, a focused kill dilemma pile. Of course, those 10-points cards aren't the only ones you want to draw into quickly: you'll also want those Reprimands. They are the only interrupt and event nullifier that's active before you've even had a turn so a slim deck that runs 3 is going to be able to have things on lockdown. One card that stands out to me is Special Modifications. In many decks, adding a Command star to staffing requirements would be back breaking, but Klingons (as well as, say, Cardassians and Romulans) don't mind too much. What you get out of it is pretty important for a Q-missions deck: 10 range ships. Both the Negh'Var and the Vorn are 9 range (most of the time, anyways), which is good, but the jump from 9 to 10 makes a huge difference. 9 range ships can fly from a 3-span space mission, to your HQ, and out to a 2-span planet mission - that's good, but it just doesn't compare to being able to fly home from space and then back out to space all in one turn. That's extra essential when you've only got two ships in the whole deck! |
Second Edition San Diego Regional winner Johnny Holeva |
Johnny's Commentary: As this seems to be the swan song for 2E in San Diego, I really didn't consider another deck. The Borg have always been my favorite affiliation to play in 2E and I wanted to be sure to play them one last time. 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 there are sixteen events and interrupts in the deck, they still represent only 18% of the total deck. They're all powerful ones, like you'd expect from a Borg deck; Ascertain chews up skill-based piles (even when skill gaining is prevented!), and Unyielding is invaluable against attrition piles. Most of the verbs in this deck aren't Borg specific, though that doesn't mean they are any less powerful. I don't think anyone needs to be told how impactful Bridge Officer's Test can be, and I just got done swooning over Reprimand. Then we have some Surprise Parties and Miracle Working to help us get there. The verbs are good, but the meat of this deck is the personnel. All these years later, Guardian of the Hive Queen is still one of my favorite cards in the game. The way she interacts with the interlink ability managed to make Borg feel different from other affiliations, while still using the same rules as everyone else. For those not in the know, here's how she works: you run into a dilemma that you don't have the skill for, but one of your drones in your deck does. So you use one of your drones with an interlink ability as many times as you need to in order to get the relevant drone in your discard pile. Then, because all drones are just cogs in the Borg machine, you swap that drone for one you have in play using the Queen, and pass the dilemma. So that's the reason why this deck is relatively light on verbs, but very personnel rich - as you interlink away your deck, those verbs only come back when you use Three of Nine (also a drone!). While the personnel come back easily, either through Queen swaps or when Back to Basics shuffles them back in, the verbs will only come back slowly - you won't ever get to use that many anyways. But since 57 out of those 62 personnel are drones, they could all be useful sometimes, and, like I said, Johnny likes his options. |
Second Edition Orlando Regional winner Eric R |
Eric's Commentary: Why did you choose the deck that you used? 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: Most competitive Romulan decks these days are built around optimizing the point gain from Prejudice and Politics and Getting Under Your Skin, then spending those points on At What Cost? and Power Shift and other stuff. This deck asks the question: if Power Shift is gone, how important is all that other stuff? Prejudice and Politics doesn't hit every time - it'll hit about 32% of the time if you were to play it against this deck, which is probably at the low end of competitive decks. So, if you're giving the opponent two draws for every time you get to play At What Cost?, and that's on the low end, you're still coming out pretty far ahead on the math. And you're also not running all those other, more situational core events for fuelling Getting Under Your Skin, so you can just pump that card advantage directly into your extremely powerful personnel. Of course, you might not need to: there's a copy of Alternate Identity here. In a pinch, that can be used for some card advantage too. Just spend one counter on Noram, then, once your draw into Donatra - voila! You now have a 5-cost Behemoth out, ready to bust you through a dilemma that doesn't require a skill. This technique also works for those Hindering Analysts who do such a good job of preventing stops and kills. This deck also has some fun tools for putting the kibosh on interrupts. Repurposed Transmission is rarely going to cost zero in this deck (there are only 5 dissidents total), but it doesn't need to in order to be useful for blocking a The Enemy of my Enemy. Then you've got Molly O'Brien, who can nuke any interrupt that doesn't have a cost (like, say, Uninvited). But my favorite here is Subtle Influence - you've got to wait until you have six personnel to use it, but adding the cost of discarding an interrupt in order to use an interrupt can really slow down an interrupt-happy opponent. |
Second Edition Space Coast winner Ted Reebel |
Ted'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: I suppose it helps that the personnel selection rarely changes - the pool of available personnel is relatively small, so each deckbuilder doesn't have very big choices to make. Especially considering the staffing requirements on the Relativity, you can't even use too many of the Revised Holograms, so even the selection within icon personnel is restricted. And from there, the mission choices are also fairly prescribed. With a limited personnel selection, your mission selection isn't going to be huge either. And yet, despite those restrictions, I still see people doing things like working the Stakoron missions in, or, in this case, using personnel like Cytherians-enhanced Barclay as one of the few non- personnel. Of course, variations on mission and personnel selection aren't the only places I see changes in Relativity builds. Perhaps in part because the personnel and missions (and ships, I suppose) are so restricted, I see a lot of variations when it comes to events, interrupts, and equipment. I've written extensively about the use of Christening and Tacking Into the Wind in Relativity decks - the short version is: use them! This deck opts for three of each, which is common outside of very minimally sized Relativity decks. This deck also has a healthy selection of equipment, which fill in some of those skill deficiencies I mentioned. They also fuel a full playset of Grav-Plating Traps, which fills the interrupt prevention needs of the deck. This deck also uses Curious Companion, which I don't see much outside of Ted's and Greg's Relativity builds. But given the prevalence of event prevention these days, I'm having trouble imagining running a Relativity deck without it. Sure, the 5 point scoring is going to be very situational, but in most games you're going to be at risk of losing your Temporal Transporters to a Grav-Plating Trap or a Reprimand. Being able to get that Transporters back, even in a deck that is heavy on personnel like this one, can really save the day. |
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