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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.
Seed deck:
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:
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):
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:
Not much to say about this. Q’s Tent:
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:
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:
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:
These 3 cards can be very useful. They’ve saved me a couple of times. Ships:
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:
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
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