#134756
Hey guys,
I just played a Voyager four space deck and I did pretty well with it. I went 2-2, both wins using The Long Journey Home and both losses were very, very close. I'd love to hear your thoughts on how I can tweak the deck to make it just a hair faster or a hair better, and maybe go for a win next time.
Here's the list: https://www.trekcc.org/decklists/index. ... eckID=9356
Any my notes on the deck:
Draw Deck Strategy
Open like a normal Voyager deck, fetching Finding Our Way and a Voyager on turn one (if you aren't lucky enough to start with one.) Tuvok is an excellent choice for the HR download; The Doctor is also a great choice. Try and solve Caretaker's Array if you draw the requisite skills; if you don't get the skills for CA before you get staffing, head for Inversion Mystery first.
You'll want to get the Delta Flyer into play the turn before you solve your first mission. Ideally, you want to have your main crew on Voyager at the mission you're working on, and you'll want your back-up crew (hopefully including B'Elanna) at your next mission. That way, you have the maximum versatility with Field Studies.
If you do not believe your opponent has event destruction, feel free to play The Long Journey Home early. If your opponent is playing something likely to include event destruction (Brunt, Luther Sloan, Dukat), hold the event until the turn you think you'll solve your 4th mission. If you suspect your opponent is holding counters, you'll want to save your Feast on the Dying to recover your cancelled TLJH.
Otherwise, use Feast to recover Field Studies to replay, or to recover copies of Chakotay or Revised Chakotay. While attempting missions, don't be afraid to use their abilities, but try not to be too liberal with them either. I generally try to use them early and late, and be more judicious for the 2nd and 3rd missions.
Dilemma Pile Strategy
In space, you want to try and set up Where No One Has Gone Before to by yourself extra turns. Once you've run those out, you want to stop them as long as you can with Outclassed and Tactical Disadvantage.
On the planet, Mugato is king. Being able to stack two (or even three) Mugato in an opponent's core will disrupt them and keep the opponent off guard. (Don't forget Mugato and don't hesitate to keep reminding your opponent about it.)
The rest of the dilemma pile is made up of generic filters and stopper cards, as well as a few support dilemmas. One nice trick is to use Swashbuckler at Heart against your opponent, and then play your Long Journey Home on your next turn (since he or she won't have counter interrupts in his or her hand.)
VS. Matchups
Biogenic Weapon can end the four-space victory condition; if you run into Maquis, you might want to just plan to solve three missions traditionally. Against Borg and especially Klingon, save an extra Voyager to recover from Kruge.
-crp
I just played a Voyager four space deck and I did pretty well with it. I went 2-2, both wins using The Long Journey Home and both losses were very, very close. I'd love to hear your thoughts on how I can tweak the deck to make it just a hair faster or a hair better, and maybe go for a win next time.
Here's the list: https://www.trekcc.org/decklists/index. ... eckID=9356
Any my notes on the deck:
Draw Deck Strategy
Open like a normal Voyager deck, fetching Finding Our Way and a Voyager on turn one (if you aren't lucky enough to start with one.) Tuvok is an excellent choice for the HR download; The Doctor is also a great choice. Try and solve Caretaker's Array if you draw the requisite skills; if you don't get the skills for CA before you get staffing, head for Inversion Mystery first.
You'll want to get the Delta Flyer into play the turn before you solve your first mission. Ideally, you want to have your main crew on Voyager at the mission you're working on, and you'll want your back-up crew (hopefully including B'Elanna) at your next mission. That way, you have the maximum versatility with Field Studies.
If you do not believe your opponent has event destruction, feel free to play The Long Journey Home early. If your opponent is playing something likely to include event destruction (Brunt, Luther Sloan, Dukat), hold the event until the turn you think you'll solve your 4th mission. If you suspect your opponent is holding counters, you'll want to save your Feast on the Dying to recover your cancelled TLJH.
Otherwise, use Feast to recover Field Studies to replay, or to recover copies of Chakotay or Revised Chakotay. While attempting missions, don't be afraid to use their abilities, but try not to be too liberal with them either. I generally try to use them early and late, and be more judicious for the 2nd and 3rd missions.
Dilemma Pile Strategy
In space, you want to try and set up Where No One Has Gone Before to by yourself extra turns. Once you've run those out, you want to stop them as long as you can with Outclassed and Tactical Disadvantage.
On the planet, Mugato is king. Being able to stack two (or even three) Mugato in an opponent's core will disrupt them and keep the opponent off guard. (Don't forget Mugato and don't hesitate to keep reminding your opponent about it.)
The rest of the dilemma pile is made up of generic filters and stopper cards, as well as a few support dilemmas. One nice trick is to use Swashbuckler at Heart against your opponent, and then play your Long Journey Home on your next turn (since he or she won't have counter interrupts in his or her hand.)
VS. Matchups
Biogenic Weapon can end the four-space victory condition; if you run into Maquis, you might want to just plan to solve three missions traditionally. Against Borg and especially Klingon, save an extra Voyager to recover from Kruge.
-crp
Director of First Edition, 2019 - now
"Infinite Diversity in Infinite Combinations. Symbolizing the elements that create truth and beauty."
Klingons say TRANS RIGHTS.
"Infinite Diversity in Infinite Combinations. Symbolizing the elements that create truth and beauty."
Klingons say TRANS RIGHTS.