Jaeger Bomb 3.01: Dakota Pain Dealers, a wholly owned subsidiary of Mon(...) | openCards

You are here

TNG iconDS9 iconJaeger Bomb 3.01: Dakota Pain Dealers, a wholly owned subsidiary of Mon(...)

    imagePlayed on one of the tournaments of the big event NACC 2017.

    This Deck was build by openCards user Hoss-Drone and was published first on "The Continuing Committee (trekcc.org)" at Jul 15th, 2017.

    image This Deck was used in the following tournament:
    Winner Deck (1/10) - North American Continentals 2017 - Day One (Roseville/United States of America)

    Jaeger Bomb 3.01: Dakota Pain Dealers, a wholly owned subsidiary of Money, Inc.

    Deck listing:

    Dilemma pile (23):

    space Space: 2 / planet Planet: 5 / dual Dual: 16
    dual
    planet
    dual
    space
    dual
    Bold Planimage (16 V 4)
    dual
    planet
    Corneredimage (36 V 4)
    dual
    dual
    Hard Timeimage (6 P 6)
    dual
    Moral Choiceimage (14 C 7)
    planet
    space
    dual
    dual
    dual
    The Dal'Rokimage (13 R 20)
    dual
    dual
    dual
    Timescapeimage (2 C 25)

    Draw deck (47):

    EventEvent (11):
    At What Cost?image (4 R 40)
    Common Groundimage (2 R 35)
    Field Studiesimage (4 R 52)
    Holding Cellimage (22 V 13)

    InterruptInterrupt (4):

    PersonnelPersonnel (29):
    federationCommandNext Generation related card
    federationCommandAlternate UniverseNext Generation related card
    federationCommandDeep Space Nine related card
    federationCommandDeep Space Nine related card
    federationStaffDeep Space Nine related card
    federationStaffDeep Space Nine related card
    federationNext Generation related card
    Guinan, Listenerimage (4 R 138)
    federationCommandEarth related cardPastThe Original Series related card
    federationCommandEarth related card
    federationStaffNext Generation related cardFuture
    federationStaffDeep Space Nine related card
    federationCommandNext Generation related card
    bajoranCommandDeep Space Nine related card
    bajoranCommandDeep Space Nine related card
    federationCommandNext Generation related card
    federationNext Generation related card
    federationStaffDeep Space Nine related card
    federationStaffDeep Space Nine related card
    ferengiDeep Space Nine related card
    bajoranStaffDeep Space Nine related card
    federationCommandNext Generation related card
    federationStaffAlternate UniverseNext Generation related card
    non-alignedStaff
    federationCommandDeep Space Nine related card

    Ship Ship (3):
    federationDeep Space Nine related card
    federationNext Generation related card
    bajoranDeep Space Nine related card

    Hints & strategie notes for this Deck

    Draw Deck Strategy

    This version tries to make its opening sequence even more reliable by adding a Vintner twist. Vintner basically increases the number of possible opening hand tutors by 100 percent and removes the reliance on Historical Research. Thus, the increased odds of having an opening hand that can get you moving is improved dramatically. Now any hand that has a vintner OR Quark OR guinan + inyo OR guinan + PP OR guinan + AWC? Is good enough to get you a chance at being out on turn 3.

    The space mission is a meta call. IAP has low attributes for micro-teaming mid-late game against other janky decks but the skills are less tight. Another option is Enforce Quarantine that has tighter skills with the rest of the missions, it shuts down a random shran, etc, it gives you an extra 5 points to play around with for blowing on AWC?, Field studies, inyo or banking against dominion point drain. Kavis Alpha would be a third option if you wanted to take the dilemma pile a different direction.

    The deck is also trying out the Lwaxana Troi d/l of Common Grounds tech. It’s a little counterproductive to your Bomb tech but given that you will drop data and probably pulaski it still seems worth it. If you go first, an opponent could theoretically drop 3 people and when you double ground only get 1 person out or even zero and get no value.

    This version makes the switch to Ezri dax over Jadzia to maximize your chance to push through ALC against a Nec Ex. (You attempt with Ezri, Bashir and another medical/doctor - they cant affect bashir so they must target ezri, you can let her die, now they pick one of the medical and the remaining can solve OR they target TNG personnel and Bashir + ezri provide mission skills)

    Also added the copies of Confessions to push through the skill name walls that are becoming popular.

    Krim in the deck to jank any opponents pile that is relying on anything too much.