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J (The Mad Vulcan)
Tournament Report - 2E - Online Event
2016-08-21 - 12:00 AM
DS9Make America h8 Again
Introduction

I played Weenie DS9 again. I know, I feel just as bad about it as all ya'll. but I really need DS9 play hits (this one will be #5) and haven't been the most impressed with build options for this affiliation. Maybe next time I'll try them as simply bootleg Bajoran.

The one change that I made was to steal the deck from Phil Schrader instead of Ken Tufts. Phil believes in putting more than 2 ships in a deck.


Round 1Jordan SmithFW (-60)

Kind of brutal. Jordan was playing Klingons and I tend to think of Klingons as being pretty strong. It was the standard missions and the standard dudes but I had the impression that there was the intent for situation battle, but never saw it - possibly because I kept flying out to my space missions, solving and then going back home without mucking about.

He kept attempting space and getting little to none under, with a need to return home and come back after each to replace those that left. Jordan said that one of the big issues was keeping Law in play (which he wasn't drawing enough of). He did end up solving this but at the cost of 3 cheater Interrupts and I threw down a Holding Cell the next turn. I named Riker because Fuck that guy: Cheaters not welcome.

I think I had a one and done at my first space attempt, due to T'Rul not staying stopped and that messing with the intended combo, and then I was ahead the whole way. The second and third missions I did simultaneously with two decent sized crews, having spewed a goodly number of weenies out, and I seem to recall a clutch moment of cheating a Gomtuu Shock Wave with Common Enemy x 2 just to put it under the mission and very much not on my ship. I also seem to recall Jordan throwing light at a late mission attempt in hopes of getting lucky, since he knew he needed a few more turns to win, and that backfired. He was working on his 2nd mission (with few under) when I won.

It was a pretty quick game and I think Jordan was just lacking any answer to my cheese strategy.


Round 2DS9Tyler FultzFW (+30)

Both Tyler and I had DS9 microteam weenie builds with the same mission set. But where mine was just netdecked, Tyler had built a fairly original deck with some idea of countering the now popular decktype. The first turns were funny because Tyler went first and then I would try my best to replicate all his plays on my next turn. His play of Holding Cell shut out any chance of me getting Interrupt cheaters and held my Martok for the game, so I returned the favor. I quickly wished that I had chosen Greasy Dukat. Tyler was pairing him with choice kill dilemmas and Caretaker's Guests (the latter always first) to both eliminate key skills and relieve me of good people (gone from the game with no hope of Xhosaing back).

Another key difference between us was that he got ahold of Common Purpose to get extra counters and I was drawing none. This continued into a hilarious middle game where I decided to just go out and attempt, since I couldn't stop my weenies for counters and Tyler drew a 20+ card hand to try and find a Common Purpose and ended up discarding a lot (though this was simply brought back with tacking once he did find the Common Purpose).

Again I had a one and done on a first mission solve, this time because Moral Choice wiffed (against all odds) and WNOHGB did nothing. I hilariously played the same combo on his first mission attempt only to have it work for me.

But the key to Tyler's deck was Political Putsch and it made it so that I would never play a Common Purpose, even once I had drawn them, thanks to Dukat. He also got a Causal Recursion to go off (again thanks to Dukat) to make me need to solve all 4 of my missions for a FW. But this maneuver was actually what won me the game since it forced me to think outside the box.

Timescape and later The Clown: Go Away made Tyler split his time between his two planet missions, which he was attempting since they were worth more points. I had both space missions completed rather easily and was also working on both planets, since Tyler also used a The Clown: Go Away. But the reason that Tyler was not going to his second space mission was because he was concerned about me solving Torga IV and choosing both of us to lose points (since I needed 4 missions anyway) and felt that his 3 missions needed to be the higher point ones to avoid also going to 4.

So, I had this whole plan where I would double team my missions to get enough Ds under, draw too many cards and discard my copies of Common Cause and Common Purpose (3 at least, so that Dukat had to leave one there), and then blow up Holding Cell with tacking so that I could play another copy of Martok to help me microteam the missions.

And then I remembered that Tyler had chosen not to spend all his counters on the previous turn. Meaning that he was decked. And I looked at how many cards were in my deck -> 1. And that was that. My two missions completed was slightly better than his one.


Round 3DS9Andrey GusevFW (+70)View opponent's Report

Andrey and I also chose similar decks, though in Andrey's favour -> his was his own build and somewhat original. Mine, on the other hand, was slimmer and faster.

The real key to winning this game was getting out to attempt first. I really only fired off two Common Cause in the game, for 3 and 4 card advantages each. So not much, just making use of the people not attempting for a slight advantage. My first space attempt was aboard the Centaur with all 8 people that I had in play. This is generaly a bad idea against Andrey, who is a solid skill tracker, but it worked to my advantage with him putting two under and killing 3. I can spare the bodies. My second attempt had less people now, but still got one under for 3 under total.

This is the point where Andrey started attempting, and he got 3 under on his first go thanks to Security Drills putting an Honorable Pursuit under. That sucks, but we are now even. I solve on my next go by rearranging crews and doing it with 4 but Andrey has to do one more full crew because his ships have poor range (and he only had one in play at this point) and I managed to getting lucky and shut out with just an Adopted Authority.

On my next turn, after using extra people toward counters on the previous, I had 14 in play (plus two ships). I decided to send 6 to Space and 8 to the planet. The only issue being that one of those had to be Mirror Ezri. The space attempt went better than Okay with Andrey picking off Tolian Soran with his Adopted Authority for one stop and one under and then a Quark with The Dal'rok. This left me all 4 of the people with decent integrity, and the skills, and the attributes thanks to the Centaur for an all luck solve.

The planet was much more of a standard Andrey play. He gave me 3 and put none under after Ingenious Jury-rig picked off Ezri (Andrey both knew that she was there and that she was the only Tranny), Hard Time took Lwaxana, and a Dal'rok killed some random dude. I did have enough people left to solve here, but he had successfully eliminated both Anthropologists.

So, I think Andrey got one more turn and with 2 missions solved on my side he was able to use his Tacking Into the Wind to get a second ship. However, the runabouts had pretty poor range and the most he made of it was setting up to Micro-team space with 4. That did get him the solve, but he wasn't able to go anywhere else but home that turn. So pretty far behind at this point.

I could double team planet and I decided to go with 10 and then 5. This almost didn't go in my favor at all. Andrey used a Vault to fetch He Wasn't Nice and pick off Garak and thereby eliminate my only Intelligence before a Rogue Borg Ambush. I had Garak return to hand, there were only two dilemmas under. My 5 man team went and Andrey was only able to give them a Hard Time. So, it came down to the random selection and he managed to leave me with my three best stat people: Martok, Li Nalas, and Lwaxana, as well as Kira. So, thanks to changing how Hard Time works (it is faced), I was able to use my Interrupt cheaters for the 6 mission stats. I had three in hand, which was fortunate since the second got Grav Trapped. But that was game.


Closing Thoughts
I liked this version of the deck (Phil Schrader) better than the Ken Tufts version because it was just slightly more durable. But I'm not too likely to play weenies again (unless for a weird achievement that they might push toward a dubya). I'd like to find more variant DS9 deck types to make my slow march toward Play 10 more interesting.