What's New Dashboard Articles Forums Achievements Tournaments Player Map Trademanager The Promenade Volunteers About Us Site Index
Tournament Page
Login / Create Account
Matthew Hayes (karonofborg13)
Tournament Report - 2E
2013-10-12 - 02:00 PM
Hell's HeartSuperior Ability breeds Superior Ambition v.4
Introduction
For our 2013-2014 League season kickoff, I had five decks ready to go. The deck I wanted to run the most is one I chose to hold off on, for a couple of reasons. So, not having won with the Khan decktype in its first outing a month ago, locally, I chose to run the next iteration of it. It's a fun deck to play, just not near competitive enough for any solid FW three game scenario. So, after this event, I'm putting it aside for the time being and will probably try an hq version of it next time I do dust it off.

Round 1KlingonThomas OhnstadMW (-5)
Thomas, Klingons. Prior to this event, I had helped him tighten the focus of his deck and it showed. He very nearly had his first win against me, iinm, and my augments were sweating it. I completed CAV, FS. He completed PEL. He completed Recruit Ally. I completed GP. And after getting off planetside, melted down the Unstable Matrix to nab the MW, my 65-70. Yes, he had more points, but, my p-s trumped his s-s.

Round 2StarfleetMike RudolphML (-20)
Mike, Starfleet, AWC? x3 (well, only two this game for him, but, hey). It's one of his three patented go-to decks and its a pretty well-oiled machine. My art deco deck didn't have the stones unfortunately to keep up. I nabbed CAV, FS by second attempt. He slogged through my well-played dilemmas to nab ESpN for 50, after my choosing to lose 5 points for Information Extraction (on third? attempt I believe) to try to get him under the 51 cunning and lo and behold he lucked out at exactly 51 cunning (with the J in play.) drat. I was working on GP when time was up and so, his MW, my 30-50.

Round 3TNGJohn WesternFW (+65)
John, TNG. Prior to this event, I had helped him rebuild his existing, loosely defined TNG deck into a much tighter build, having supplied him with PoM and all but two of the Cadets for it (only the rare Nog and the elusive Tim Watters U card missing) along with a number of TNG Feddies to help for ABS and AD. By this game (including the round prior), I got to make Navaar burn In Hell more than once for necessary skills to dance around a couple dilemmas and she loved it ever so much! smiley face. Here my deck ran the way it should, netting CAV-FS, GP, and DAA in order, with Unstable Matrix-ing GP for the FW conditions. He did slog through at ABS and had made valiant efforts at both PoM and AD, by the time I had done so, my FW, 100-35.

Closing Thoughts
I'm not sure what cards this deck needs specifically to make it faster, stronger, better, longer, but, I do know that it does need something(s) to help it eke out/knock out FWs on a more consistent basis. Hopefully James and Team London have a few things in mind, that we should get over the next few sets, if Charlie lets them include such, as I hope to see. I do know that one thing that's perplexing me, while the nonunique augments are cost 4, and yes they can play at cost -2 (with the boss man in play), why oh why did they only have three skills each? Each generic 2 cost peep in all affiliations before (at least the major majority) have at least four skills (there may be an exception or two, but it's extremely slim). My thinking is either they should have had that fourth skill, or they should have been 3 cost (with the cost -2 interaction). ???