Second Edition Canadian Nationals winner Michael Van Breemen |
MVB'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: Remember how I listed a bunch of things last week that you need to counter the Cardassian decks that are running rampant these days? This deck checks a lot of those boxes: It kills! Hazardous Materials is a very efficient kill dilemma, to the point where I've seen non-SF decks include Delphic missions just to use it. And it isn't just efficient on the initial kill - all those equipment that this deck stocks aren't just there to fuel Menagerie and Horse Trader draws, they are also used to mop up after the initial attempt is stopped. Supplemented by other kill dilemmas like Simulated Prey/A Taste of Armageddon, Dragon's Teeth, Cornered, and Environmental Contaminants, you're going to need a lot of kill prevention in a game against this deck. It prevents! Any Cardassian deck facing this one will be staring down three copies each of Grav-Plating Trap and Lustful Distraction. Starfleet has access to Best-in-Class verb denial, and even a Mila or two is not going to help you out. It transports crash survivor(s)! Seriously, don't play against MVB without it. Although, now that I think about it, the only times I beat him last weekend was with a deck that didn't have it. So, the moral of the story here is: wash your hands!. I played against Michael four times (other than in tribbles) that I can think of over the Texas Chainsaw Masters weekend, and shook his hand after every game. However, I washed my hands each time, and as of this writing still have not caught the plague! Of course, now I have jinxed it and will become deathly ill starting tomorrow. |
First Edition Canadian Nationals winner Kenneth Tufts |
Ken'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 personally had some difficulty figuring out how the Non-Aligned personnel fit into all this, given the nativity requirement on Distant Control. It turns out, if you can read an entire First Edition Incident text box (something I have historically had difficulty with), you'll find out that Comfort Women has you covered. In addition to the text that goes along with the Cardassian Occupation theme of the original Second Edition card, there's that last clause that makes Non-Aligned 22nd Century personnel native to all relevant time locations. That's pretty handy - at the cost of needing to include a second planet in a deck that intends to solve all space missions (though I suppose that makes it immune to balancing act). So, you jump through some hoops, and what do you get? Immunity. I mean, what's are the worst things that happen in space? The ship blows up? That's not a big deal for a Remote Interference deck - just download another. It's not like any of your personnel died. What about Cytherians? Again, Remote Interference just returns the Drone to hand, and you play it again. Ken points out that Garbage Scows and Plague Ships are problematic, which is where his Renewed Spirit tech card comes in to play - just nuke the half that's giving you trouble. Ken's right, it's like the good(?) old days of red shirting in space, but you still have access to all the skills on all of your personnel. That, and of course all the power of the Drone package that we've seen in other decks this year. Card draw, bonus points, and low-risk high-stat ship battle. Impressive! |
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