Obsidian Miners Guild

Missions

1) Impose Order
2) Qualor II
3) Impose Order
4) Search For Survivors
5) Paxan "Wormhole"
6) Compromised Mission

Sites

1) Ops
2) Ore Processing Unit
3) Guest Quarters
4) Docking Ports
5) Promenade Shops
6) Infirmary

Seed Deck

1) Cardassian OP
2) Nor
3) Treaty: Romulan/Cardassian
4-5) The Sheliak
6-7) Q
8-9) Magic Carpet Ride OCD
10-11) Lack of Preperation
12-13) Borg Ship
14-15) Unscientific Method
16-17) Unscientific Method
18-19) Assasin's Blade
20-21) Barclay's Protomorphosis Disease
22) Plans of the Obsidian Order
23) Q's Tent
24) Punishment Box
25) Balancing Act
26-27) Magic Carpet Ride OCD
28) Borg Ship
29) Alternate Universe Door
30) Mirror Image

Q's Tent

1) System 5 Disruptpors
2) Tora Ziyal
3) Regenerate
4) HQ: Secure Homeworld
5) Intermix Ratio
6) Q's Planet
7) The Devil
8) Revolving Door
9) Oof!
10) Kevin Uxbridge
11) Treaty: Romulan/Cardassian
12) Persistance of Memory
13) Bajoran Wormhole

Draw Deck

1-3) Amanda Rogers
4-5) The Devil
6-7) Temporal Vortex
8-11) Espionage: Cardassian on Federation
12-14) Espionage: Cardassian on Klingon
15) Espionage: Cardassian on Bajoran
16) Colony
17) Regenerate
18-22) Process Ore
23-25) Q's Tent
26) Xepolite Freighter
27) Darmok
28) Groumall
29) Turrel
30) Major Rakal
31) Toran
32) Altovar
33) Garak
34) Lore
35) Enabran Tain
36) Ghoren
37) Selveth
38) Karina
39) Retaya
40) The Traveler: Transcendence
41) I.P. Scanner
42) Kevin Uxbridge
43-47) Goddess of Empathy
48) Bajoran Wormhole
49-51) Q2
52) Sisters of Duras
53-54) Wrong Door
55)Reflection Therapy
56) Danar
57) Korinas
58) Taris
59) Samuel Clemens
60) Devidian Door

My goal in making this deck was to be able to do well at Worlds, while not using any serious cheese. The personnel and ships can all be reported to the Nor. Process Ore, Promenade Shops and the Guest Quarters all provide card drawing/cycling power. The personnel in the deck are selected in order to be able to steal almost any mission, and overcome a good number of the dilemmas as well. Two ships play for free (one also downloadable with Ops), and the other is the only NA/Card/Rom ship with a Holodeck that can report to a Nor. The various Events/Interrupts/Doorways were for general utility and protected me from assorted cheese. The mission selection for the deck gives me three locations to put a Processing Nor at, and give Borg only one space location to steal. Qualor II is there, obviously, for MCROCD to send people to. I think that the keys to the deck's success were its ability to deal with cheese and it's method of mission stealing, which involved setting up real dilemmas combos with the personnel/doorways/interrupts to pass them, rather than the usual bonus points dilemmas, and it's ability to complete its own missions as well.

For the seed phase, this deck plays fairly easily. The dilemma combos almost always stay together if my opponent is playing non-Borg with six missions (as opposed to a bunch of [Univ] Space). Try to seed the combos so you don't have to draw both Temporal Vortexes in the deck before you can complete their missions, and so you can use MCROCD to try to complete enough missions to win in one turn. The five dilemmas/artifacts not in combos are intended to be used as self-seeds to work against stealing. Punishment Box is for under Qualor II. This will prevent you from completing it, but will also prevent most opponent's from stealing it, as the only Non-Aligned OFFICERS you're likely to see are Soong-Type Androids. When in doubt, Magic Carpet Ride OCD goes under your Impose Orders. They complete the mission, then go flying away, letting you walk in and steal the points back from them.

Once the game is started, the play of the deck is more complex, but not all that much so. Try to start Processing Ore as quickly as possible, then use your drawing mechanisms to get to the cards you need to stop your opponent. Make sure your Nor doesn't get comandeered. You've got Romulans to report there if they take it, and Cardassians who can take it back, but it's best to not let it happen in the first place. Be careful with what you discard to Process Ore, it can take a long time to get something back, especially if you're watering down your discard pile with Espionage cards discarded to Plans of the Obsidian Order. Try not to have to reveal your Treaty until Turrel is on the table, and maybe not even until Goddess of Empathy is out, so you won't get hit by Brain Drain/Devil. When your draw deck starts to get low, use the Regenerate. If you get really low and still don't have the Regenerate (most likely because you discarded it to Process Ore earlier), then you can discard and cycle with Process Ore without drawing anything. This is especially likely to happen if you get your Traveler out early. You can, of course, steal your opponent's missions, either normally or with Espionage. You're also fairly well equipped to do your own missions as well, though you can't pass Odo's Cousin or anything requiring Law without using the Reflection Therapy.

Were I to play the deck again, I would get rid of the extra Process Ores, and add in another Wrong Door and another pair of Kevins, then pitch the Kevin or Revolving Door from the Tent and add Yellow Alert back in.