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Spock's Brain
by Thomas Knight Solway (Ambassador Ruwon) and Olav Rokne

Hello, my name is T'pan.
T'pan I am.
Will your deck
use a Vulcan?

Who says that it's impossible to build a fun deck in STCCG that wins? Well Thomas K. Solway certainly doesn't. He's been playing a Vulcan theme deck and honing it into a point that bursts the bubble of power-armada-super-cheese players. Who says that Vic can't be used for good as well as evil? Well... certainly not Thomas; in this deck Vic downloads are used to set up something that is as uncheesy as "Fair Play."

Here's a deck that Tom has defeated me with a couple of times and I've been toying around with a copy of recently. Not only is it a pretty darned good deck that stands up against a lot of abuse... it's fun to play and to play against.

Here's the basic gig: Most decks today rely on dilemmas that are either lockdown strategies (like diplomacy elimination) or 'speedbumping' (such as scows) A very small away team would be safe to attempt missions if the player knows that none of them will die. That way you thwart the speedbumps by attempting quickly and thwart the elimination by refusing to be eliminated.

The way that this deck runs is to get a bunch of Vulcans out and attempt quickly, saving your key personnel with cards such as Vulcan Death Grip and Live Long and Prosper. Most games you will never get more than 8 or 9 people on the table, but those should be able to survive and get you through two missions for the win.

Generally the most important people are gotten out using the Vic downloads. Mr. Tuvok is key because of his download and the fact that it can usually mean the difference between solving a second mission and failing to do so.

Ressikan Flute is a great choice for getting the win on your opponent's turn with a mindmeld.

The dilemma set up is a point elimination concept because Tom felt that would buy the time this deck needs to win.

You will grab your AMS personal, First Officer Spock, ASP for Mortimer Harren, DH for Tuvok (B’Elanna if you draw Tuvok, its worth the extra turn since this deck never really starts a mission till turn two. Holodeck Door for Vic. Your two guaranteed Vic downloads should be Dr. McCoy (IDNB for Vorik), and Mr. Tuvok. (If the guy has an obvious Doorway weakness, or he is playing a flash use the second one for Revolving Door.) Note: Q-Flash really hurts this deck. Stop it at all costs. Fighting Words and fate worse than death can stop this deck in its tracks. Close his Q-Flash with the Doors, if he still can keep it open than hold the Q-flash in the deck for countering Flash cards

A lot of this stuff is here as backup. None of the personnel are needed unless you hit a wall. Kira is there to get past anything will low integrity requirements and Founder Door (since 70 strength is really hard to come by in this deck.) You can also grab B’Elanna if you get Tuvok in your opening hand.  Mr. Tuvok SDs Vulcan Mindmeld (I use that almost every game.) Everything else is pretty self-explanatory.

Seed

Missions

Mine Dilithium
Insurrection
Study Nebula
Study "Hole In Space"
Explore Black Cluster
Observe Ritual

Others

Edo Probe
The Whale Probe
Ferengi Infestation x3
The Higher… The Fewer x5
Holodeck Door x2
Federation Outpost
Halkan Council
Sarjenka
Defend Homeworld
Assign Support Personnel
Q The Ref x2
Chula: Trickery
Hanonian Land Eel x2
Q-Flash
Q’s Tent
Beware of Q
Alternate Universe Door
Temporal Micro-Wormhole
Assign Mission Specialists
Mission Debriefing
Ressikan Flute
 

Q’s Tent

Masaka Transformations
Mortimer Harren
I’m A Doctor, Not A Bricklayer
Ezri Dax
B’Elanna
Mr. Tuvok
Kira Founder
Dead End
Vulcan Nerve Pinch
Reflection Therapy
The Devil
Revolving Door
Q-Flash
 

Q-Flash

Fightin’ Words x2
I Tried to Warn You
Mandarin Bailiff x3
Quandary x2
 

Draw

Taurik AMS
Tahglio AMS
I.S.S. Enterprise
Mr. Scott TMP
Dr. McCoy
Mr. Spock
U.S.S. Pasteur
Tuvok
First Officer Spock
Vic Fontaine
Saavik
Vorik
Vulcan Mindmeld x5
Q-Flash x3
Vulcan Death Grip x5
Palor Toff – Alien Trader x4
Regenerate
Kivas Fajo – Collector x2
Revolving Door x2
Distortion of Space/Time Continuum x2
Classic Type II Phaser
Space-Time Portal
Obelisk of Masaka
The Big Picture
Fair Play
Temporal Vortex
Operate Wormhole Relays
Feedback Surge
Intermix Ratio
Data Keep Dealing x3



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