What's New Dashboard Articles Forums Chat Room Achievements Tournaments Player Map The Promenade Volunteers About Us Site Index
Article Archives
First EditionSecond EditionTribblesAll

All Categories Continuing CommitteeOrganized PlayRules CommitteeDeck DesignsVirtual Expansions
Card ExtrasSpecial EventsTournament ReportsEverything ElseSpotlight SeriesContests
Strategy Articles

The Road to Worlds: Koblenz Masters

by Lucas Thompson, Ambassador

7th November 2019

Second Edition Koblenz Masters winner Benjamin Liebich
Title: Justin requested this deck to be named "I'm the nicest asshole alive!" But I decided to call it "It's a bad day for a hangover." The B.P. Richfield commemorative super deck. Sponsoerd by "Red Bull for breakfast". The splash 'n' dash edition.
Headquarters: Earth, Lush and Beautiful Home
Deck Size: 55 Cards
Deck Archetype: Control Solver
Dilemma Pile Size: 45 Cards
Dilemma Pile Type: Chula Hybrid

My Commentary:
Original Series decks are a great place to go if you're looking to be in charge of what's happening on the other side of the table. No other affiliation can prevent skill gain as efficiently as Coordinated Counterattack does, and McCoy (Fiendish Physician) can put the hit on any personnel that has any ideas about being a hero. And Worf and Sisko do a great job of controlling the event and interrupt game - Sisko is perhaps the best interrupt prevention tool available. Be careful though - since three of the ships in this deck are the Oberth, you won't be able to play either of those cards until the Enterprise-B hits the table.

George Stocker is around to make sure that happens reasonably early though, because this deck is fully capable of hitting a two mission win on bonus points from the Enterprise B and Quite a Coincidence (which, in turn, is fueled by three copies of He Wasn't Nice in the dilemma pile). Between winning in two missions and/or the three copies of Field Studies (supported by two I Stand With My Shipmates), this deck also does a great job of controlling the other half of the deck sitting across from you: the dilemma pile. You'll face fewer dilemmas at two missions, and beyond that you'll also likely burn several of them with Field Studies.

Rounding out the control package is Kreetassa (Perform Intricate Ritual). It's solvable with three easy skills, but likely will only get touched if you find yourself needing to go for three missions because that Integrity requirement of >36 is rough. The real benefit is being able to download Code of the Ushaan at the start of your first turn - that ritual keeps a lot of powerful decks honest, but you've got to draw it first. In my last event, it wasn't around when I needed it and a deck managed to play three At What Costs in one turn - that won't happen to Ben, who could only ever fail to block extra counter shenanigans that would occur on turn one, in the case that he's going second.

Ben's dilemma pile has a heavy focus on dilemmas that return to the pile, with doubles of both Healing Hand and Honorable Pursuit. When those dilemmas come out in multiple, you might be tempted to attempt missions without Medical or Honor, but such a strategy would be punished by cards like Mugato. Interstellar Exigence shows up here too, even in a single HQ deck, continuing the theme of punishing the opponent for bringing skills. Now, many dilemmas that stop without going under are more expensive on average per stop than standard dilemmas, but that's where the Chula package comes in: Chula dilemmas, due to their randomness, are very efficient on a cost-per-stop basis (on average). With that random element managed using Chula: The Game, you're getting very efficient stops while putting very few dilemmas under.

Discuss this article in this thread.

Back to Archive index