#354586
@Romulus 8472 Tsunkatse Chula!
https://www.trekcc.org/decklists/index. ... 2b7d9dd188
This deck started out as basically an attempt to see if the romulans actually had the skill set to try and shoot for an 8472 win. Well they do....and not only that but they have all the skills on the stooges. Add to that the reality that nobody and I mean nobody spends POINTS! like the romulans and you have some silly things you can do.
One of the considerations I went through with the deck was trying to figure out if there was any reason to attempt to do a skill lockout on top of everything else. An early version of the deck tried and it was soon discovered to be kinda POINTS!-less because you either hold them off and win via 8472 or you don't. Worse, convincing an opponent NOT to attempt missions is not always the best thing to do with 8472. Its true that if you lock them out, NW passage has all the time then to wind down the ticking time bomb BUT in all reality, skill lockouts are just too difficult to achieve and your POINTS!! are better spent on things like Power shift boosting, endangered, or even wrecking your opponents dilemma pile with My patience has limits. Just blow 10 POINTS! you don't care about and rip out your opponents Chula: game, Clown:Guillotine or An Issue of Trust.
That's where this deck ended up ultimately, spending its POINTS! on power shift, endangered, etc. It would have been nice to include Target of Opportunity, but by the time you actually had the points to steal people it was largely a waste of time and the person you got was mostly going to be inconsequential. That being said, the rest of the Tsunkatse package was kept in. It was determined in testing that the Tsunkatse events were very good at triggering GUYS, scoring POINTS! in addition to normal POINTS! shenanigans which then of course buys you additional pushes of the Power Shift button. Push your stoogie skills through then hit plaid on the power shift button and solve. It gets even more ridiculous when you get to the Terrasphere and can blow an entire missions worth of POINTS!! on getting it solved quickly.
The more traditional side of the deck is the dilemma pile using the chula dilemmas. This pile was used by one of my local players in his Voyager 8472 deck. Since it seemed to work for him, no need to reinvent the wheel. The cheap chula stops allow you to stuff 8472 cards in the core while being a little more reliable at being effective than trying get hard walls work. Its a lot more newer player friendly both in them playing with it and them playing against it.
So if you are looking for a fun but not super cut throat deck for a local tournament - Worlds side challenge for example - then look no further than @Romulan 8472 Tsunkatse Chula.
https://www.trekcc.org/decklists/index. ... 2b7d9dd188
This deck started out as basically an attempt to see if the romulans actually had the skill set to try and shoot for an 8472 win. Well they do....and not only that but they have all the skills on the stooges. Add to that the reality that nobody and I mean nobody spends POINTS! like the romulans and you have some silly things you can do.
One of the considerations I went through with the deck was trying to figure out if there was any reason to attempt to do a skill lockout on top of everything else. An early version of the deck tried and it was soon discovered to be kinda POINTS!-less because you either hold them off and win via 8472 or you don't. Worse, convincing an opponent NOT to attempt missions is not always the best thing to do with 8472. Its true that if you lock them out, NW passage has all the time then to wind down the ticking time bomb BUT in all reality, skill lockouts are just too difficult to achieve and your POINTS!! are better spent on things like Power shift boosting, endangered, or even wrecking your opponents dilemma pile with My patience has limits. Just blow 10 POINTS! you don't care about and rip out your opponents Chula: game, Clown:Guillotine or An Issue of Trust.
That's where this deck ended up ultimately, spending its POINTS! on power shift, endangered, etc. It would have been nice to include Target of Opportunity, but by the time you actually had the points to steal people it was largely a waste of time and the person you got was mostly going to be inconsequential. That being said, the rest of the Tsunkatse package was kept in. It was determined in testing that the Tsunkatse events were very good at triggering GUYS, scoring POINTS! in addition to normal POINTS! shenanigans which then of course buys you additional pushes of the Power Shift button. Push your stoogie skills through then hit plaid on the power shift button and solve. It gets even more ridiculous when you get to the Terrasphere and can blow an entire missions worth of POINTS!! on getting it solved quickly.
The more traditional side of the deck is the dilemma pile using the chula dilemmas. This pile was used by one of my local players in his Voyager 8472 deck. Since it seemed to work for him, no need to reinvent the wheel. The cheap chula stops allow you to stuff 8472 cards in the core while being a little more reliable at being effective than trying get hard walls work. Its a lot more newer player friendly both in them playing with it and them playing against it.
So if you are looking for a fun but not super cut throat deck for a local tournament - Worlds side challenge for example - then look no further than @Romulan 8472 Tsunkatse Chula.
FREE SCANNER INTERFERENCE!!!