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Vulcan Review #2: Vulcan Nerve Pinch
by B.H. Pratt

// Editors Note: This article was moved from strategy into features after publication.

So here we are with the "other" Vulcan interrupt. Useless, you say? Worthless? I beg to differ, my good friends. As I hope to show you, Vulcan Nerve Pinch has a wide variety of uses (and we do not mean kindling). But first, for those of us who have yet to memorize every card in the set, let's take a look at it:

Vulcan Nerve Pinch
Interrupt
Vulcans are the only species known to use this method of rendering an opponent unconscious. However, Lt. Commander Data was able to master the technique.
Plays at the start of away team or Rogue Borg battle. Each Vulcan or Soong-Type Android present may place one personnel (random selection) in stasis until the end of your next turn.

Do not scoff at this card, but allow me to show you some interesting ways that it could win a game for you. First I will admit, it is a defensive card as most Vulcans cannot initiate attacks. But what a defensive card it is! Vulcans are strong (most of the younger ones at least) but this just makes them even better. Let's say hypothetically your opponent is playing a Jem'hadar smackdown deck (and in these dangerous days it is not so hypothetical anymore). So they invasively beam in with Kar'takins and Disrupter Rifles and interrupt your mission of diplomacy. Do not worry, because your 7 Vulcan crew can now automatically place in stasis 7 of those angry Jem'hadar. That's right, stasis. These Jem'hadar will not come back until the END of your next turn. Now, to really make your opponent angry (After your Vulcan's finish off the couple remaining Jemmies with minimal losses) let's take a look at another card, Dead in Bed. Kills one personnel currently in stasis? How convenient. Now we can knock off Kudak'Etan and Goran'agar with no problem at all. Then retaliate to finish off their warship with the logged USS Jupiter and Satelk (You are using the Jupiter, aren't you?). Beam your people down to the planet and watch his de-stasised Jem'hadar go a little bit loopy. Smirk and ask him to attack you again.

But what if I don't get attacked by Jem'hadar? Well, this card works just as well against Klingons and other galactic bullies. If you want to make sure they come to attack you, there is a couple of ways to accomplish that.

  1. Post Garrison. Sure, you'll have to use security STAs, but you most likely are already using them in your Vulcan deck. Watch as your opponent struggles to remove those 10-strength, nerve pinching guards. Good way to lock him out if he only uses 1 or 2 planet missions.
  2. Colony. My favorite. Again, get some of those STAs, but this time make them civilian. Send them down with a nice bunch of Vulcans and nerve pinch any who dare to attempt to oppose you. After all, they cannot oppose you if they cannot wake up.

There you see that this card seemingly meant for the binder can actually be a great defensive boost to your peaceful Vulcans. (I swear I have used it in a tournament before; it saved me from a bunch of grouchy Ferengi. My opponent was quite surprised with my upset victory). So now your Vulcan diplomats can venture forth to the planets safely. But what about in space?

B.H. 'General Chang' Pratt
Next time: The Dynamic Vulcan Duo



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