Where No One Has Gone Before: The Online Magazine



Search this Site
Look for:
Case:

Submit an Article
Submit an Article

Read and Sign the Guestbook
Read and Sign

Bulletin Board
Bulletin Board

WNOHGB Dictionary
Terms and Acronyms

What's News
News and Updates
Point Denial Barash Style
by Jesse "Zaphod" Carlucci

Seed Deck:

Expose Covert Supply
Strategic Diversion
Investigate Sighting 2 (outpost)
Establish Relations
Covert Installation
Compromised Mission

Husnock Outpost
War Council
Husnock Ship
Spacedoor
AU Door
TMW
ASP
Defend Homeworld
AMS (Tagus, Parem)
Mission Debriefing
QtR
Q's Tent
In the Zone
Temporal Vortex
The Big Picture
Intermix Ratio
Operate Wormhole Relays
Fair Play
Romulan Disruptor Overload
Borg Nanoprobes
Regenerate
Anti Time Anomaly
Revolving Door
Barash
Colony

Higher the Fewer x6
Hologram Ruse x3
Ferengi Infestation x3
Combo Scow x2
Garbage Scow x2
Dead End
Exec Authorization

Draw Deck

War Council x5
Q-tent x5
62nd Rule x4
Destroy Garbage Scow x4
Palor Toff x2
Mutation x2
Amanda Roger x2
Kevin Uxbridge x2
Reflection Therapy x2
Xepolite Freighter
Apnex
Nick Locarno *
Lovok
Vekor
Dr. Reyga
Zef`No*
Data and Picard
Rekar
Salia
Alidar Jarok (ASP)
The Albino*
Zefram Cochran*
Dr. Telek R'mor (TMW)
Sirol
Suna
Marouk*
Lore* (DH)
Nevala
Sherlok Homes*
Morn*
Commandeer Charvanek
Ruk
Keras
Hagath*

* Denotes plays for free at War Council


Ok, Husnock Outpost/ship goes at Establish Relations, you have another outpost via the Investigate Sightings 2 as a back up.  You start with 2 treachery mission specialists.  DH for Lore, ASP for Alidar, TMW for Dr. R'Mor. You have 4 treachery for War Council first turn.  Over the first  few turns, tent for Barash, play him for free.  Play people, War Councils and/or 62nd Rules.

When your opponent eventually gets started doing missions, he'll need to get  by Hologram Ruse doubled or Ferengi Infestation, then they will hit higher the fewer under every mission.  That'll usually be between 8-10 points lost  every mission.  On top of that (unless they have containment field, but  nobody does, because it sucks) they will lose an additional 10 points from the destroy radioactive garbage scow (mission debriefing stops them) If they are at a planet it kills their away team as well.

For your mission solving duties, you can get an easy 2 mission win.  You should have no problem between the 62nd Rules and treachery mission specialists.  If you lose points along the way, you can always sit on a colony for a turn (lots of free civilains via war council)  So, this is what it boils down to, if they don't have containment field, they will lose 20 points per mission they solve (approx) plus 10 more per mission you solve.  Needless to say, it's very hard for them to win.  If they do have containment field, no big deal, they lose 10 points per mission they solve, plus 10 for each 62nd rule you do.

I played this to an undefeated finish Saturday.  In one game, my opponent solved 4 missions for 23 points before I won, and in another my opponent  solved 2 missions for a total of -10 before I won.

A few things:
This is a control style deck, so naturally Kevin and Amanda are good fits for it's slow style of play.  The Palor Toffs bring back your QtR, War Councils, or anything else you need at the time.  The Mutations are there to get rid of extra copies of Q-tents late game after you grab Barash.  Finally, this deck is obviously weak against Borg, you'll just have to buckle down and try to race them.  Shouldn't be too hard, since you can get an easy 2 mission win.

Thanks for reading.



Comments?
Post on the New WNOHGB BBS!

Info | Decks | Strategy | Features | Beginners | Viewpoints | Database | Registry | Interact | Back Issues | Links

Where No One Has Gone Before is in no way associated with Decipher, Inc. Star Trek: Customizable Card Game™ and Lord of the Rings Trading Card Game™ are Decipher registered trademarks.