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The Infamous Vendetta Deck Constructed Warp Speed Deck by Chris “Rom” Brennan This deck was built for a Mirror Mirror tournament that ended up not happening. So I played it in a normal constructed tournament and it went 4-0. Go figure. It pre-dates Voyager, but the deck hadn’t been touched since March so I figured it would be a good idea to document it since it’s so… odd. No, you’re not missing something here, it really IS the large, random pile of various cards it appears to be. I can’t really explain it better than to offer a variety of little strategy notes, in no particular order... Vendetta – was chosen because of the lack of Law in a Mirror Mirror tournament, but it turned out to be one of the best all around stopper dilemmas, especially if Tantalus Field can take out the Law. The whole idea is to stop the opponent long enough to blow them up or kill the personnel who could beat the mission. Plus, with all the battle and Tantalus, you’ll pick up a few points here and there. ISS Enterprise – a way to have a staffed, BIG ship 1st turn that you can wormhole to attack a speed deck. Tent for Scotty, play him free, SD Kirk, MIS for RRD for Logs. That’s 13 weapons with a tactic, a direct hit against all those OS ships that I expected to see STP-dropped in Mirror Mirror format. It turned out to be powerful enough in the normal games, too. First Officer Spock – Can be RRD’d to the ISS since he’s a second commander for it. SD the Phaser and you can have him use Art of Diplomacy for some more personnel removal if you catch people at planets instead of on ships. Emblem of the Empire – to remove the Feds’ Attack Restrictions. Reginod – use him to steal equipment (ie: Hand Weapons) from the opponent. Geo in the Tent isn’t a bad idea, either. Same with Physics, since it’s a mission requirement. Fontaine – will help if you need to go into personnel battle. There’s also no way to download Med or Astrophysics from the Nor so it’s good to be able to Tent for those. Wormholes – don’t even bother trying to send a ship on a Field Trip. These are just to let your ships jump on the opponent when they’re stopped. Mission Seeding – seed other cards in the mission phase, so the opponent seeds all 6 of their missions first. Then seed the Bajoran Wormhole, downloading the Alpha one to the middle of their missions. This puts 3 of their missions on each side of your 8-span region, and it will be dangerous to cross that. Depending on the way things come up, you can sometimes split missions after only 4 or 5 are seeded. (like split their homeworld and one other mission on one side, 3 missions on the other. Then it’s a 3/3 split anyways, or the HQ is very useless for them.) Mission Strategy – I tended to go for the AQ missions first, while I was already over there threatening the opponent. Then, after those 2, I’d go for whichever planet mission had the least dilemmas. Overseer Mardel – Tent for him and play him for free. Typical 1st turn is DHW for Odo, Mardel Free, download Telok. You can Process Ore for 2 2nd turn, and Odo can shop at the Promenade. Neutral Outpost – a place to report some of the personnel with Crossover, and a place to beam over to from the Nor to help with AQ missions. Mirror Terok Nor – if the opponent plays Terran Empire and seeds the Nor first, your first turn should be to download Ezri as your card play (and MDTD with Crossover), DHW Bariel and QIR Quark who’s free to the Bar. Using MDTD, gather all 3 on your Outpost, then beam over to Ops together. That saves you from Intruder Alert. You have 4 Computer Skill to beat Sisko 197, and Bariel can download a weapon to use Art of Diplomacy to get rid of opposition without stopping your team. (and get rid of Commander Leeta without tripping Defend Homeworld.) Morn – You might as well tent for him if you download someone
as your card play.
Defend Homeworld – yes, that’s an extra copy in the deck, in case you get attacked at the Nor. Aid Fugitives – almost a bluff, making the opponent expect anti-Med long enough for you to get the jump on them. It’s actually a very easy mission for this deck, and with the Wormhole seeded, well, why not play it? It also keeps the AQ spaceline shorter to help you reach the opponent’s ships. Emblem of the Alliance – makes the vast majority of personnel in the deck free. Ops – if you have something to play from hand, don’t download anyone. That way you can hopefully draw cards from the Promenade and start stacking up those Wormholes and DoST early in the game. However, it’s worth downloading someone like Worf or the Intendant if they will allow you to play free personnel from hand. Like I said, a LOT of random strategy. But this is a VERY complex deck, and quite a challenge to play since it can do so many different things at once. It’s just a matter of choosing the ONE thing you need to do to stop the opponent, so you don’t get distracted with too many strategies. If the ISS is enough to kill the opponent then just send the rest of the deck against your missions. Nothing in Voyager would really change this deck. You will likely
need a few more Wormholes to get enough firepower to the Delta Quad.
Maybe alter a few dilemmas, that’s about it.
Missions:
Battle Bridge Side Deck:
Dilemma combos:
Other seeds:
Q’s Tent:
Sites:
Draw Deck:
(Rest of draw deck)
Alliance Galor x3
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