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Matthew Zinno (commdecker)
Tournament Report - 1E Modern - Online Event
2011-10-31 - 12:00 AM
VidiianThe Last Vidiian Treaty
Introduction
My decks lately had been getting large, slow, and stomped on. So I decided to make something sleeker this time, in the hopes that it could win, and more quickly. Thus, a Delta speed solver. Vidiian with a few free Hirogen for OFF/Lead/Dip support (and downloadable ships). The Sodality got errata after round 1 to disallow this "treaty", but the tourney continued with the original version and rules.

Round 1HirogenBen HospFW (+1)
Hosp was playing Hirogen, with 6 copies of Secure Station. This, of course, threw off my seeding strategy. Fortunately, I had few enough planet-only dilemmas that I was still able to end up with 6 reasonable combos, though some were only two cards, with the planet dils as mis-seeds. I briefly thought about trying to steal one of them, but later remembered that I can't solve if I reveal my own mis-seed. We both built up some forces and went for missions ... and my early jumpstart crew, including Sulan, Telek, and One, got wiped out by the popular Arsenal/V'Ger combo. After their loss, I was able to play Sickbay for a few turns to save my later solvers. Ankari hit me at my second space mission, but I saved 3 of the 4 people it killed using Sickbay and Nanoprobes. (I later cured it -- how often does that happen?) I overprepared for the final dilemmas there, expecting the Arsenal to be followed by another V'Ger, but it turned out to be a Cloud that was easily passed by 2 Thadens. Meanwhile, Hosp was working his way through my dilemmas, and also using Cyrus for "the item" -- I gave him points twice over the course of the game, but kept the rest to card plays, partly since I realized that without enough bonus points, he needed to solve five missions to get 140 points since he had no planet missions. He did get through four (with two in one turn, losing 10 of the points to ITZ), and along the way cured the Ankari Spirits on his ship (wow, twice in one game!), after it had "killed" only holograms for several turns. before I solved my third mission to win. Final score, I had 100 (Seal Rift, Study Proto, Critical Care), and he had 128 (Secure Station x4, -10 from ITZ, +10 from the item, and +8 from reaping Danara Pel). FW for me, despite having fewer points.

Round 2FederationDanny NuttallMW (+15)
Danny was playing a Fed/Sona deck that he was planning to also bring to UK nationals. I seeded Homefront on his Earth (which totally blocked him, as I found out later), and he seeded Kobayashi Maru on both of my space missions. I never got a draw engine going in this game, and hovered around 2-3 cards in hand the whole game. It was so bad that I decided not to Kevin his FFR, because I wanted him to draw enough cards that I could play my Handshake. Then when I did, he chose to discard so I still couldn't draw. So with limited drawing power, I got no Hirogen out, and no Vidiian ships, and I was limited to downloading the Olarra. Still, I proceeded with mission attempts, and got two planet missions solved. Danny also solved two: Insurrection with the Sona objective (I crashed his download, but he pointed out that didn't exhaust the resource), and one copy of Analyze Radiation. Score, 75-60. Eventually I got some drawing cards: Starting Over helped me get a Kivas, and that got me more, including Thine Own Self that I played on Gallatin, who had been left at the duck blind on the *solved* Insurrecion to protect him from dilemmas. That turned out to be an important play, as it removed him from the game, locking Danny out of his remaining missions. His Armus mission and my Emergency Conversion dilemma needed Transporter Skill, and my Forsaken needed either Gallatin's Honor, or Worf or Ru'afo back from the discard pile -- and his Isomagnetic Disintegrator had been sacrificed to that Handshake. I didn't know this, so I continued trying to get to 100. I plugged away at the nearby space mission, with increasingly obstructionist cards piled upon it -- the Kobayashi was joined by a Bitter Medicine, which after picking Nav for the Subspace Shock Wave, then switched to Anth to prevent Telari and two Alphas, even with Lower Decks and Equipment, from being able to pass Chula the Dice. I never did get past that, and time elapsed still at 75-60.

Round 3BajoranJFL (-25)View opponent's Report
J was playing Bajoran, with Chamber of Ministers (hello Homefront) and DS9. And he put 5 dilemmas under each of my two space missions. J redhirted a bit to poke at my dilemma combos, and then worked on amassing the dilemma busters. I delayed him for a turn by crashing the Ops download of Holem (needed for Maglock) and using Thine Own Self to strand a Gantt (relocated by HippO and now needed for Med Crisis). Meanwhile, I similarly discovered Founder Secret at Assist Cooperative, and Medical Crisis (wait, I'm Vidiian! Agh!) at Critical Care. Using Rituals to borrow Biology from Bareil, I was able to clear the dilemmas at Critical Care, but decided not to bring the people I needed to solve it yet. Instead, I went back to Assist Cooperative to bust through the Founder Secret there, to find (as expected) Denevan Parasites awaiting my team of 8. I saved 3 people from that (with two Harvesters and the fortunately un-selected One). The team passed all the dilemmas, and although I hadn't planned for them to be able to, they also solved. I hadn't brought Narik, the mission specialist who could help there, but I did have One so I scored 40. After checking that J didn't have a QTR in play, I returned to Critical Care to solve for 35 on the same turn (no ITZ) -- and rescue my people from the discard pile (this is why I wanted that to be after the DNP). To expedite the game, I just brought everyone on that trip, rather than carefully figure out who was actually necessary. And I flew back to the location of my outpost to prepare for a space mission on my next turn. But I carelessly left all my personnel on one ship. On his next turn, he solved Relocate Settlers, earned a Time Travel Pod, and played it on that ship. This is what I should have saved my Amanda for, instead of using it on a Hidden Fighter earlier. In my next turns, I tried to build up a few forces again, and did manage an space mission attempt, but only found the anti-redshirt Arsenal before J solved enough for the win.

Round 4BajoranFerengiJon CarterFW (+100)View opponent's Report
My deck was firing on all cylinders this time. Jon, who was playing Ferengi with DS9 and Son'a, had such a bad initial draw that he wanted to Masaka on my turn. I had a great draw, though, with a Hirogen, a Vidiian or two, a triplet, and Bricklayer which I used for Sorum so that I could DH for Penk -- also getting me a ship, which let me get Telek and One. 12 people in play for my first turn. I attempted one mission and halted at an Edo Probe, then attempted another (Interment): Lack of Prep (passed by accident, I hadn't planned for it); Fast Ship (sac Sorum the bodyguard); Unscientific Method (Telari, boosted by Lower Decks, stepped in front of One); Scientific Method (stopped). Turn 2, I passed that to solve for 40, and went back to the Edo Probe mission (Study Proto), to find Personal Duty (stopped the only one, Decaren)/FF (killed One, and went on mission).

Meanwhile, my defensive cards were doing their jobs quite well. Homefront shut down his play engine, and he poked at but failed to pass any of the initial wall dilemmas. Aggressive Behavior even killed Morn (one of his draw engines), stranding Quark on an unstaffed Xep.

On turn 3, I attempted a third mission (Seal Rift), to find Arsenal Divided (my 3 uniques got split so the larger group could pass the likely followup of V'Ger, and fortunately that's who was chosen to continue) and Ankari (which I failed). Turn 4, I cured Ankari with the help of Rituals on Jon's Ru'afo, then triggered my own Cytherians back at Study Proto, now that Friendly Fire had counted down. A second ship solved, again with Ru'afo's skills (Ankari had killed my Biology). Turn 5, I scored my Cytherians points (only three missions to travel, on a 6-mission spaceline), and on turn 6, I tried Seal Rift again, clearing Jon's Cytherians with my first ship and solving with my second. FW 120-0.