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If Only I Had One More Minute
by Bjorn Neervoort Seed Deck(30) Missions
Doorways(3)
Dilemmas(16)
Scout Encounter
Spatial Rift
Chula The Game
Maglock
Maglock
Other seeds(11)
Draw Deck(83) Personnel(32)
Ships(8)
Equipment(4)
Interrupts(10)
Events(7)
Doorways(8)
Incidents(12)
Objectives(2)
Q's Tent side deck(13)
Q-Continuum side deck(6)
Battle Bridge Side Deck(7)
Well, this is the deck I used during the Top Licence Belgium Open Qualifier.
I went 6-0 with it, but because of 3 timed wins I finished only 3rd as
the only undefeated player, with the highest differential.
The biggest problem with a Kazon armada deck is that your opponent could be playing in a different quadrant. Instead of trying to go there and attack (which takes even more time, so you get more timed games), this deck can stay in the DQ and just solve some missions of its own, while still attacking their ships with your mighty scout vessels. They can be 9 or 12 weapons (including +2 or +5 from the tactic), enough to damage most of the ships out there. I believe that card advantage is one of the most important things in STCCG, and once this deck gets going it is unstoppable. War Council with DQSS is brutal. It's as strong as KFC, but not as vulnerable to counter (in fact there are no counters at all!). On to the match-ups: Fed/Vidiian DQSS: as I mentioned this is the reason I built this deck. The armada combined with the Scout Encounters will tear any Fed DQSS deck apart. Kazon decks: you've got an armada of your own so they will not be able to attack you and you should have the upper hand in mission solving. AQ mission solvers, from Fed OS to PNZ: they can't take the Scout Encounters. I played against five AQ decks, varying from Klingon Blood Oath to Empok Nor to Romulan Astro decks, and none of them could handle the scouts. It goes like this: mission attempt, Scout Encounter, download scout and Nadirum and Sorum, special download Organ Theft and Lower Decks. Attack with weapons 9 or 12; chances are they will be damaged and they're stopped. Your turn, finish the job and destroy it. Next attempt, switch Females Love Interest with Q-Flash, The Issue is Patriotism forces them to attack, they're stopped so on your turn kill them again. If he has another ship, it attempts, Scow + Mission Debriefing stops, and you attack once more. Like it? Then try it; adapt to the opponent the first 2 or 3 turns and after that the deck will play itself. Just remember, there are only 60 minutes in a game, not 61, so hurry
up!
Greetings,
PS. I would like Decipher to change the hands down rule to what it is
in SWCCG, the player that went last gets to finish his turn when time is
called.
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