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Strategy Articles


The Road to Worlds: Beccles Bloodbath

by Lucas Thompson, Ambassador

5th April 2018

First Edition Beccles Bloodbath winner Alex Dixon
Title: seize prisoner's
Deck Archetype: Speed Interference
Play Engines: Protect the Timeline, Augment Research Facility, Hall of Magistrates, Free Orion Slaves
Draw Engines: General K'Vagh, Operate Dilithium Gulag, Process Ore: Mining, Finally Ready to Swim, Temporal Shifting, Temporal Investigations
Bonus Point Mechanics: Paralax Arguers, Arbiter of Succession, Assign Mission Specialists, Search and Seize, Klingon Imperial Court
Victory Correctly Predicted By: KazonPADD, Monty42, Armus, bosskamiura, The Ninja Scot, GooeyChewie

Alex's Commentary:
Why did you choose the deck that you used? What other decks did you consider using?

I chose this deck because it is the most fun to play of the decks I had to chose from. I was also considering TNG Fed.

What sorts of decks were you hoping to face while playing your deck? What decks did you hope not to face?
I was not really hoping to face any type of deck but did not want to play against battle.

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?
It's almost the same deck I played in Beccles last year with the addition of the Orions and a few of the new Non-Aligned personnel.

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 used Klingon Bounty and Internment to gain extra captives if Search and Seize did not supply me with the 3 I need.

What would you nominate as the MVP card from your deck?
MaH nlv was very useful in my first 2 games allowing me to pass dilemas. MVP goes to maH nlv.

My Commentary:
Wow, that's a lot of draw engines. Temporal Investigations is admittedly situational, though it would ping just about every turn against most of the decks we've seen in this series recently. And even with out it, there are still enough non-card-play draw engines to feed the four play engines in the deck. That's before you add in Temporal Shifting (which may not cost a card play due to Parallax Arguers).

Because of all the supplemental drawing ability found in this deck, you should have plenty of opportunities to use Shifting for its aggressive function - you can play it on your opponents if you don't think they have the Alternate Universe personnel to discard for it. Even if your opponents are holding on to one of their few AU people, you may have just forced them to discard the person they needed for passing Quantum Incursions. A true Kobayashi Maru scenario.

All that supplemental drawing also helps fuel the Parallax Arguer engine. Often, it is a good idea to just feed the Arguers some points just to shut them up. That can limit the extra drawing from the free event plays, slowing the deck down, and opening up a chance to speed past them before the bonus points pile up too high. Against this deck, I'm not sure what the right choice is. The drawing will continue at a good clip even when the points are chosen, but the speed really ratchets up when the Shiftings come out for free. The card plays are also opened up for dropping more ships and increasing the interference threat level, so I guess points still?

That's just looking at the draws this deck has. I also see a solid four play engines, room for 18 dilemma seeds, and a capture strategy on top of all that. The captives can come in pretty passively with Search and Seize (or less passively with Klingon Bounty), and can then be milked for draws and bonus points. In the meantime, your speed solver opponent has lost access to some (more?) key personnel, and you are well on your way to winning.


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