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Cardassian Armada Archetype
by Mark Bloom

Armadas are growing in popularity every week. They seem to be one of the most versatile decks around as they beat straight solvers, crush invasive assaults, and love to play against Borg. Many people believe that the Klingons have the strongest armada... they believe wrong. Cardassians can best them easily.

Seeds (30 + 6 + 6)

Missions (6)
Impose Order
Impose Order
Establish Station
Bioweapon Ruse
Mining Survey
Study Plasma Storm

This provides 5 locations to throw a Nor, and has built in alternates (bring along an extra 2 Impose Orders and a Study Plama Storms).

Sites (6)
Ops
Security Office
Infrimary
Guest Quarters
Ore Processing Unit
Docking Ports

Doorways (4)
Battle Bridge Door
Q's Tent
Space-Time Portal x2

Dilemmas (18)
your choice of 18 dilemmas

Facilities (3)
Nor
Cardassian Outpost
Neutral Outpost

Two outposts gives the best shot at getting an oustpost adjacent to your Nor, which is quite important when Mission Specialists are needed to fly Galors.

Other Seeds (5)
Assign Mission Specialists
Examine Singularity
HQ: Defensive Measures x2
Writ of Accountablility

Battle Bridge Side Deck (12)
"Crimson Forcefield" x6
Picard Maneuver x3
Spiral Wave Disruptor x3

"Crimson Forcefield" should (almost) never be chosen for a current tactic. It serves the same purpose as it does in any BBSD, to help damage ships better. There exists a small chance that four flips (a direct hit) won't destroy the targetted ship... this will occur only when all three Picard Maneuvers are attached to the same ship as damage and the fourth flip provides a Spiral Wave Disruptor.

Q's Tent Side Deck (13)
Galor
Ocett
Ready Room Door
your choice of 10 cards for your metagame

The Galor is the fifth ship, and is needed in rare occaisions, or when one of the other ships has been discarded. Ocett is her matching commander. Included in my other 10 cards are: The Devil, Writ of Accountability and Dead End, as well as a few cards to help me out during the game, such as Scan, Temporal Wake and Reflection Therapy.

Draw Deck (50)

Personnel (15)
Damar
Danar
Dejar
Derell
Dolak
Dr. Farek (AMS)
Dukat
Elim
Entek
Ghoren
Gilora Rejal
Macet
Narik (AMS)
Suna

Brunt is downloaded to the Guest Quarters (via Writ of Accountability) on the first turn. The rest of the personel were chosen for skill based reasons (or because they were matching commanders). Ideally, Dr. Farek's Greed is the skill to change via Reflection Therapy... if nothing else, for 5 AMS points.

Ships (4)
Aldara
Groumall
Kraxon
Trager

And they should be downloaded in alphabetical order... The Trager should only be downloaded if a fourth ship is needed, either to muster enough WEAPONS to blast an outpost, or to use the Tachyon Detection Grid.

Doorways (10)
Ready Room Door x5
Q's Tent x5

These are the most important cards in the deck. One or the other of these is needed in the opening draw... that's the reason for filling 20% of the deck with these cards.

Other Cards (21)
Amanda Rogers x3
Bajoran Wormhole x2
Captain's Log
Colony
Deactivation
Defiant Dedication Plaque
Fire Sculptor x2
Full Planet Scan x2
Palor Toff - Alien Trader
Process Ore
System 5 Disruptors
Tachyon Detection Grid x2
Wormhole x3

The deck is designed on the same base as the Klingon Empok Nor Armada decks that have been floating around, but with one big plus... the Cardassian version doesn't have to commandeer its Nor on the first turn of the game. This gives it a slight advantage over its Klingon brethren.

Ideally, the opening for this deck is:

Turn 1:

  • download Process Ore. (Ops)
  • download Bajoran Wormhole to play, downloading second. (ES)
  • download Brunt to Guest Quarters. (Writ)
  • if 2 RRDs (or 1 RRD, 1 Tent) in hand, download Captain's Log.
  • no draw.

Turn 2:

  • download Aldara. (Ops)
  • download Danar to Aldara. (RRD) place RRD on deck.
  • move Danar to OPU.
  • download Deactivation to hand. (ES)
  • no draw.

Turn 3:

  • Process Ore, discarding Deactivation.
  • download Groumall. (Ops)
  • special download System 5 Disruptors.
  • download Deactivation to hand. (ES)
  • download Dukat to Groumall. (RRD) place RRD on deck.
  • use Groumall to fetch the Mission Specialists.
  • no draw.

Turn 4:

  • Process Ore, discarding Deactivation.
  • download Kraxon. (Ops)
  • download Dolak to Kraxon. (RRD)

Now the armada is set up... a full turn faster than the Klingon Armada. Note that unless both a Tent and a RRD (or two RRDs) are in the opening hand, then a fifth turn is needed to get the Captain's log. If the opponent is using a Husnock outpost, or a Headquarters, then it'll take 2 more turns to get the fourth ship up and running.

Once the opponent's outpost(s) is destroyed, then its time to chase down any rogue ships that were launched prior to the destruction. Defiant Dedication Plaque can help outspeed them, but a faster way is to Wormhole them to the gamma quadrant, then attack them whilst they are stopped at the Alpha Quadrant end. To keep them out of the game, use Fire Sculptor to take their outpost(s) and/or ships out of their discard pile.

After this is done, the game is over... all thats needed is the hundred points. A single planet mission can provide the points necessary... if a Colony is built there after completion.

Mark 'Neral' Bloom
neral@ccgplayers.com

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