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Loss of economic stability v1.2
by Björn Neervoort  (aka Son of Seto)

This is the deck I used to win day two of the European Continental Championship.
It’s called ‘The horrible return of Leeta and the 7 dwarfs, err 17 ferengi’ or ‘Loss of economic stability v1.2’

Seed deck:
Missions:
Acquire Illicit Explosives
Deliver Message
Deliver Supplies
Market Research x2
Runabout search

The 2 dual-icon missions are for solving, the others for drawing space dilemmas and placing my facilities. I try to have one of the Market Researches close to the opponents HQ to use the 34th Rule effectively. If you’re not sure about why I use the dual-icon missions, read the glossary entry on them and see how well your combos work.

Non-dilemma seeds:
1st Rule of acquisition
Assign Mission Specialists
Deep Space 9/Terok Nor
HQ: Defensive Measures
Husnock Outpost
Husnock Ship
Operate Wormhole Relays
Q’s Tent
Quark’s Isolinear Rods
Ressikan Flute
Space-Time Portal
Tower of Commerce
Writ of Accountability

The seed cards are for speed and little defense. I only used OWR as an anti-cheese card, because the game will be almost over if you get caught without one. Husnock ship is huge against other mission solvers and for passing Borg Ships if you don’t have Temporal Vortex (or can’t or don’t want to use it). Just be sure to seed Ressikan Flute under Deliver Supplies, so you can score 50 points with both missions.

Dilemmas (in combos):
Maglock – Cytherians – Hazardous Duty
Maglock – Cytherians – Hazardous Duty
Founder Secret – The Higher… The Fewer – Firestorm
Scientific Method – Shot In The Back – Odo’s "Cousin"
Scientific Method – Berserk Changeling – The Higher… The Fewer
Friendly Fire – Dead End

The space combos are huge, just watch out for Cardassians. You might want to change the combos against Dominion, Borg and PNZ. Maglock – Cytherians is good against borg, no need for HD after it, so use it to upgrade the other combos.

Sites:
Quark’s Bar
Security Office
Guest Quarters
Cargo Bay
Docking Ports
Docking Pylons

Not much to say about this.

Q’s Tent:
34th Rule of Acquisition
Altonian Brain Teaser
Balancing Act
Brunt
Calandra
Dabo
Ferengi Disruptor Rifle
Gold-Pressed Latinum
Grand Nagus Gint
Nava
Reflection Therapy
Vekor
Writ of Accountability

The Tent is filled with cards that can be downloaded. The personnel, Nava and Vekor, can keep good dabo probes on top of your deck by downloading with cargo bay.

Draw deck:
Personnel:
Berik
Dr. Borts
Dr. Farek
Gaila
Galen
Gral
Ishka
Krunk
Leck
Leeta x2
Maihar’du
Mardah
Morn
Nava
Nick Locarno
Omag
Pel
Quark, Son of Keldar
Roga Danar
Rom
Solok
Suna x2
T’Shonra

I played a lot with Ferengi. These personnel can easily pass most dilemmas. Quark, Son of Keldar is great when you are playing another ferengi deck (note that he has 1 more strength and leadership than Quark).

Interrupts:
Distortion of Space/Time Continuum x3
Docking Procedures x3
Full Planet Scan x3
Loss of Orbital Stability x3
Palor Toff – Alien Trader x3
Rogue Borg Mercenaries x3
Scan x3

This deck is a fast mission solver, the ability to delay your opponent’s armada, smackdown crew or mission solving personnel is what makes this deck a killer. These 9 cards (12 with Palor Toff) give you an edge over any deck. There’s nothing funnier than seeing your opponent waste a Tent, card play and card draws to get an Intruder Forcefield, while you have only 2 Rogue Borgs remaining in your deck.

Objectives:
Ferengi Conference x3
This card has to be in any Ferengi deck. Nava, Leck and Mardah are first choice.
Doorways:
Alternate Universe Doorway
Temporal Vortex x2

These 3 cards can be very useful. They’ve saved me a couple of times.

Ships:
Xepolite Freighter x5

This is the best ship for the deck, as it reports for free, is easy to staff and has an incredible range. It’s also a freighter for Deliver Supplies. Don’t forget they have weapons, too; I got very close to destroying Empok Nor in one game.

Facilities:
Colony x3

These are so much fun if you have some of the stall-interrupts. Just solve a mission and build a Colony for an easy win. Three turns colony should be enough to win, sometimes even 2 turns.

Björn "Son of Seto" Neervoort
b.neervoort@goldmine.nl



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