This forums is for questions, answers, and discussion about First Edition rules, formats, and expansions.
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First Edition Art Manager
By jjh (Johnny Holeva)
 - First Edition Art Manager
 -  
#632060
Hey 1E'ers,
2- and 3-card combos are the Norm in 1E deck building but I'm looking for some fresh 4-Card dilemma combos that do NOT utilize downloads. (example: Mila/Inhibitor combo need not apply)

What are your best 4-card dilemma combos?

To spice things up, every decent entry in this thread submitted by end of day SAT NOV 30 will get you a virtual "raffle ticket". I'll throw everything into a spreadsheet, assign numbers, and draw a winner on SUN DEC 1. I'll PM the winner for their address, let them choose any two Virtual Promos from my HAVE LIST, and ship the cards; no cost to the winner.

Let's see those 4-card dilemma combos!

Thanks and LLAP.
Johnny
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By Armus (Brian Sykes)
 - The Center of the Galaxy
 -  
Regent
Community Contributor
#632065
Something I've had success with at major events over the last year+:

Buried Alive
Plasma Currents
Space Amoeba
"God"

It leaves the mission clear, but it can do some serious Casualties and set your opponent back significantly even if they do solve the mission.

Hopefully that's worth come raffle consideration! :cheersL:
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First Edition Rules Master
By BCSWowbagger (James Heaney)
 - First Edition Rules Master
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Community Contributor
1E North American Continental Semi-Finalist 2024
#632068
I don't have any special magic in 4-card combos. They just get to be a meat-grinder. Take any 3-card combo and add Your Galaxy Is Impure for extra suffering, y'know? Or Volcanic Eruption, for that matter.

On that note, I think this is the most successful 4-card combo I ran in my too-many-dilemmas deck:

Volcanic Eruption
Founder Secret
Denevan Neural Parasites
Faux Pas

Volcanic Eruption takes a classic wall-smash-wall structure and turns it into a stressful meat-grinder.

Four-card combos are also a good place to take chances on walls that often miss but sometimes completely block your opponent for the rest of the game. Take a standard 3-card combo and stick Executive Authorization at the end of it. Maybe it sticks, maybe it doesn't, but, if it misses, you still have a solid combo in front of it.
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Director of Operations
 - Director of Operations
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Architect
#632071
Something I've found some success with recently:

High Ground
Do you Smell Something Burning?
A Bad End
Rock People
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By Dukat (Andreas Rheinländer)
 - Gamma Quadrant
 -  
1E European Continental Semi-Finalist 2024
1E German National Runner-Up 2024
#632101
Honestly, I could not name 'the best', becuse it very much depends on the meta.


For example, at World Day 1, you have to expect a great variety of deck types and many classical combos are useless against some of those decks definitely appearing there (or with a high chance).

So teching against a bigger variety might lead to a tad weaker combos, but those are then most likely better against the bandwith of different deck types.


However, if you play at your local tourney, where you know your guys, the situation is very different.


So I do not think there are 'best' ones, due to the dependency of the types of decks you will expect.
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By Professor Scott (Mathew McCalpin)
 - Delta Quadrant
 -  
Trailblazer
#632106
I am currently running this combo in the online Twilight-Release tournament, hence the hidden text:
S: Authorized Access Only>Romulan Mind Probes>Strict Dress Code>V'Ger
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 - Gamma Quadrant
 -  
Continuing Committee Member - Retired
1E Andoria Regional Champion 2024
2E Andoria Regional Champion 2024
#632117
Here's a mixed bag of some competitive combos and some good but mostly do it for the unpredictable LOLS:

M-113 Creature
Persistent Individuality
Cytherians
Scientific Method


Romulan Mind Probes
V'ger
M113 creature
Ghost of Cyrus Ramsey

M113 Creature
Jol Yichu'!
Remat Detonator
Executive Authorization

(in any order, heck, shuffle it before putting it under)
Misinterpreted History
Rules of Obedience
Quantum Leap
Eminien Disintegration Protocol

Distracted by thoughts of Home
Data has some issues
Spatial Rift
"God"

Horta
Distracted by thoughts of home
Armus: Roullette
Rock People

A Fast ship would be nice
Seismic Quake
Denevan Neural Parasites
Hanonian Land Eel
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By WeAreBack
 - Beta Quadrant
 -  
#632120
Another good strategy is a repetitive kill, a filter, a kill everyone and a wall.

For example:
M113 Creature
Chula: The Chandra
Subspace Fracture
Ferengi Infestation

Look at it out of order. Subspace fracture is a fairly easy dilemma to get past, but not if a bunch of people have been stopped before you hit it -- after the Chandra you might not even have the Cunning you need to clear it. Of course, the problem is killing an "entire crew" or "entire away team" only kills the people who aren't stopped. That's why you start with M-113 creature. It kills (more slowly) anyone who gets stopped one at a time.

Basically, you're breaking the away team/crew into 2 groups and kill them separately.

This only really works in a 4 dilemma set up because you need the wall to back stop it. That is, a lot of missions have laughably easy skill-only requirements. (First Contact might be my favorite - any Deanna Troi or even two mission specialists dcomplete it easily). There is a decent chance that the personnel who have skills on a super-easy mission will survive until the attempting player's next turn and just complete the mission before the M113 creature gets them, so you need a wall with a high attribute requirement that someone isn't going to clear after losing 3-6 personnel to the earlier dilemmas.
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Director of Operations
 - Director of Operations
 -  
Architect
#633332
Armus wrote: Tue Dec 10, 2024 8:36 pm Cards arrived today! Shiny!

Thanks, @jjh! :cheersL:
Ditto!
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