In almost all tourney games
now, there are two basic decks, not archetypes, but
more in general. Speed decks or delay decks. It is my belief
that a great
delay deck can beat a good speed deck, but a great speed deck can beat
a great
delay deck. Which is why I present (Yeah, a Mot intro):
Taris' Deck Building Tips #1: Speed Decks
With that said, it is on
to the bulk of my review... What exactly is a
speed deck, how is one built? Well in the past the basic speed
deck was
playing four or five Kivas Fajo-Collector's, then playing a Red Alert!,
which
would be well protected by the three or four Q2s in your hand, and
then on
turn 6, dropping all your personnel, then solving all the missions,
from
attempting from your outpost to clear out the harsher dilemma's, such
as
Cytherians and other dilemma's which specifically targeted ships.
Then came the speed decks
variations. Playing 12 space missions, playing a
Revolving Door on your opponent's Q's Tent and then getting a Q's Planet
from
yours, playing it on the far end of the spaceline, and perhaps playing
the
armada of Civilian STAs and scoring points from a Colony. Then
came the
Cyber-Q deck, which in it's day reigned king. The player would
play three or
four Kivas Fajo-Collectors, as above, play or Devidian Door in a person
with
cybernetics, usually Kitrik, then play 6 STAs for free, tent for Gowron,
play
him and then pass the Q Dilemma to beat the missions.
But what is speed now?
How can you not only be fast but beat all those other
delay decks out there that rely on multiple Computer Crashes, Yellow
Alerts,
Mirror Images, Scorched Hands, Oof!, The Line Must Be Drawn Here, the
new AMS
errata, etc. Well, in the metagame of today, it would appear
the person who
wins is the one who is not most prepared for everything, since at a
6 round
tourney you can lose to the one outlier deck and still make the final,
but you
must beat the majority of the field. But how is this done.
The first is to pick out
the major problem in your deck, whether it's
vulnerable to Computer Crashes, or Yellow Alerts, if you can stop your
opponent
from playing or getting them, then you can go quicker. Lets look
at the
biggest problem to most of my speed decks:
Computer Crash: A
lot of my speed decks now a days don't rely on Kivas Fajo-
Collector, since Mirror Image is too much of a threat to use them,
but rather
on downloading. My most recent speed deck, which is a Cardi/Fed
Visit Cochrane
Memorial POTOO deck, relied extensively on downloading, even from turn
1. How
to you neutralize this threat, how do you stop it. Well first
off most Borg
decks use computer crashes, and they can swarm the spaceline without
download
anything, so if they did reveal a Computer Crash they will be un-effected.
I
would try to flip over my spacedoor to grab my ship to get Reg to VCM
so I
could start probing immediately. Instead of trying to stop my
opponent from
seeding them, which there is no way you can, I would instead try to
stall my
opponent from running away from me, but getting out a ship with weapons
of 4.
The USS Danube is a great choice. I choose this ship since I
can battle with
the Borg and not damage their ship, but since they battled, they will
not be
able to probe. So I just ride out the Computer Crashes.
But what the worse threat
to your great speed deck, are the dilemma crap™
decks. These decks are as cheap as they get folks. They
rely on 5 or 6
seeded computer crashes, and my granny could run quite well.
Against seed
decks, this is where the game will be won and lost. Never, and
I repeat
never, seed in this way: (Lets see if I can describe it on the
computer)
Lets say his missions are
the even numbers. Don't do:
1@2, 1@2, 1@2, due to the
fact that you will move to another mission, then
when he drops his self seeds there he will get last seed, since you
have nice
dilemma combo's set from the rest of his missions, rather seed like
this:
1@2, 1@4, 1@6, 1@8, etc...
That way he has a lot less likely chance at
seeding there. And if he does pass early on, then just seed one
at each of
his missions and then pass after you have them covered, your opponent
will
most likely then seed one at each of your missions and you will be
on the same
foot.
I guess the moral of the
story when building a speed deck, is that you must
take a risk, which I wouldn't deem as unnecessary. The game has
gotten to a
point where you have to take the risk to win, one can see this by the
deck
choice of the World Champion. In a tourney you don't need to
win all 4 or 6
or 8 games, you just need to win 3 of the 4 or 5 of the 6 or 7 of the
8. The
one fluke loss won't matter. Every time I think up a new deck,
I always chat
about it with R'Mor. He gladly always points out the flaws, weather
it's too
vulnerable to Computer Crash, or Rouge Borg, or other degenerate strategies.
But I have come to the point where I have decided no deck will win
100% of
games, anyone can beat anyone.
My last word will prove
this, and provide a memorial to Sela's Consort. Back
almost two years ago, Sela's Consort had his little Q deck, and one
could not
beat it till they made their deck completely turned to his deck.
Elim made a
deck, or 10/30 Q2s, to beat SC. He did so with an easy victory,
but all that
it proved is that you can't win 100% of games. You will lose
some, but as
long as you win more, you will do well.