I ran a similar deck recently:
https://www.trekcc.org/1e/decklists/ind ... ckID=24551
...but I really, really struggled with skill holes. Zinno held me off with familiar killer-walls like Spatial Rift and Rules of Obedience, plus just good walls like Nanobiogenic Fugitives (Physics! Augh!). MVB had me on the ropes with his downright artistic combination of maxed-out DNA Security Scan + Explosive Decompression + Disgraceful Assault -- pretty well guaranteed to destroy a ship with ten personnel aboard, whatever skill-cheating I might try to do. And he ran it at BOTH space missions I needed to attempt!
The only game I won was against Professor Scott, who (blessedly) was playing Ferengi Ambushes and not skill walls. And, ironically, that was the only game where I did
not get Surak draws, because Keii blocked them with
Valuable Prisoner!
I tend to think that the key problem here is QAC allowing you to make it a two-mission win deck. Mine was a four-mission win deck, which in retrospect was not the right move with these particular guys, but it certainly wasn't OP. I probably could have won all my games if I only needed two mission to win, though.
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