What is the key to every deck? Getting your Ore Processing going quickly? Getting your armada up and running? Quickly setting up a Colony? Well, that's the easy part. That's what everyone focuses on in a deck, too. But you're not done yet. Far from it. Your deck will fail miserably if you don't pay any attention to...
A lot of the newer players, and a few of the intermediate ones, seem to overlook this phase, which is the most critical one. Most of the advanced players spend more of their time on the seed phase than their draw deck.
Why, though? A bad seed phase is far worse than a bad draw deck, in my experience. All decks, even the most elementary, can complete their missions in a couple of turns max. Essentially, your dilemmas are your first and last line of defense. Not only that, but it can often tell your opponent just what kind of deck you're using. Or, at least, it will make your opponent think you're using a certain kind of deck...
Why do this? For one thing, it makes a Borg Swarm deck a lot easier, in general. Sure, you give up a seed slot for the treaty, and you can't touch the Colony Preparations. However, your opponent normally won't suspect that you're playing Borg (especially if you're known to play Bajorans, like me ;-) ). When people play against Borg opponents, they usually self-seed a few dilemmas under their own missions to slow down the Swarm mission stealing efficiency. However, using this method, you'll almost always have your opponent's missions cleared of their dilemmas, making things much easier for you.
Best of all, you'll probably have less dilemmas to punch through. Remember, people often self-seed a few dilemmas when playing against the Borg. Since they'll think that you're playing the Borg, they will likely pull a card off of their combos and send them over to their own missions.
Also, people have the tendency to seed their two space / planet combos under the two dual missions, leaving them with two space and two planet combos. However, you can include three space and one planet (or vice versa), messing up their dilemma strategy, and still be safe from Balancing Act. They'll probably swith one of their space / planet combos over to your "extra" mission, making one of the dual missions slightly easier, as they will only affect half of your personnel.
True, this doesn't give you as much of an advantage as it would if you were comparing Borg to non-Borg affiliations, along with other methods that lead one to believe that they were playing a different affiliation. But it does have its advantages. For example, your opponent will almost definitely seed their Sheliak/Q combo at Relocate Settlers, leaving your Nor free to Process Ore. Also, Bajoran opponents might even self-seed dilemmas under a few of their own missions to prevent stealing, and the two Bajoran missions will help prevent your Cardassian opponent from stealing yours missions.
What if you have no intention of solving the PNZ's? Shattered Space can be toppled with R'Mor and Galen. Covert Installation can be won over with Sirol alone. Throw in another Computer Skill to help out Galen and Iconia is yours. And in the meantime, your opponent will be scrambling to stop you from attempting any PNZ's. Take advantage of the few extra turns you have, but don't be afraid to take advantage of the PNZ's if your opponent doesn't do anything about them.
Oh yeah, and while we're on this subject, everyone seeds orbs at their own Characterize Neutrino Emissions, right? So those one or two seeded cards are harmless, no? Your greedy opponent might purposely seed an easy combo under the mission, and then run over and try to steal your mission and your orbs. But imagine his surprise when the first seed card is not the Orb of Prophecy and Change, but a big mean Borg Ship instead...
But what if you're playing Federation, and you didn't seed the treaty? They'll go about their normal business as if your ships aren't even there. After all, you can't attack him, right? When his guard is down, play the treaty from your hand and catch him off-guard. The look on your opponent's face is often worth it, even if you lose - right, Puff? :-) Surprise is key in this deck, and it often works rather nicely.
So the seed phase can be useful for purposes other than seeding dilemmas. It can have a profound impact on how and where your opponent seeds his dilemmas, and even how he plays the game. That's what I like about this game - sometimes you can win by doing virtually nothing. :-)
Jolan tru,
Alidar Jarok