Maggie Geppert (jadziadax8) |
Tournament Report - 2E |
2012-07-08 - 12:00 AM |
Treacherous Ferengi Solvers Mk II |
Introduction |
This deck was getting me all the right draws today. |
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Round 1 | | Edward Pigman | FW (+100)View opponent's ReportView original Report |
Ed was playing a borrowed Klingon High Council deck. Apparently he can't ever recall playing Klingon before. Got a lot of downloading in, but I was able to stop him quite a bit with my TT stop pile. I even managed to pull of the cost reduction on Pitching In quite a way. Got a full win when he conceded. |
Case in point. Maggie took me down pretty bad since I mishandled the deck so badly. Not to take anything away from her play or her deck, but the comfort levels on each side of the table were 100% different. |
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Round 2 | | Michael Van Breemen | FW (+50)View opponent's ReportView original Report |
I got Zek and Ishka in my opening hand! I managed to get a ton of cards under Ferenginar, but no Rules. That was OK because MVB was playing a skill dilemma pile. I moved my resources to using Rule #144 to cheat around dilemmas. It was ugly. My last attempt of Purchase Moon for the win went something like this:
Send down 9.
Hit with An Issue of Trust, 5 people with Honor or Treachery.
MVB picks one to go on and I unstop another person with Ferengi computer. My 6 people have the skills, and exactly 39 cunning (needed for the mission.)
MVB reveals Temptation.
I use Rom to get Rule #33. He uses TOS Sisko to prevent the Rule.
I get another Rule #33 with Rom. He can't prevent.
I use that to boost Rom's attributes.
Then I use #144 to give the chosen people honor to get past Temptation.
Solve to win.
One major dumbass move in the game. I complete Falsify Distress Signal 1st and have 11 cards under Ferenginar, so I lose 5 points to take another turn. I subsequently FORGET to take the turn. :facepalm: |
It's a not a good thing when you have to use your Tacking to get a ship. It's a worse thing when your opponent gets original Zek and Moogie in their opening hand to fuel paying for Rule 144, making my Infinite Diversity's useless. Lastly, the random selection gods picking off Sulu to deprive mission skills delayed for an extra turn (not that it mattered as I found out afterwards that she would've top-decked a Kolaran Raiders |
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Round 3 | | Al Schaefer | FL (-100)View opponent's ReportView original Report |
This game was brutal. Al was playing a Starfleet damaged/displaced crew. There was no stopping him. I made a very bad error in his 1st mission attempt, giving him Racial Tension when I KNEW he had Archer out. He completes first time. After that, I never managed to slow him down. I drew all my Tragic Turns that first dilemma draw and never got them back, which really cuts down on the efficiency of my dilemma pile.
I don't feel too bad, though. No one scored a single point against Al today. He went 12(+300). |
After a brief Ferengi hiatus, Maggie has brought her favorite affiliation back for more shenanigans. Fortunately, I had an amazing opening hand including Samuels, 2 aliens, and 2 Sight for Sore Eyes. Maggie destroyed my first ASFSE but I played my second the next turn and fueled an early At What Cost which paid for Archer and Lorian. At my first mission attempt, Maggie made an unfortunate mis-play with Racial Tensions which allowed me to complete on my first attempt. Maggie also later revealed that she had drawn all three of her Tragic Turns on that attempt and struggled to stop any of my personnel at all. I used the Hate+Lorian combo on my last mission after Maggie had stopped 3 personnel for the win. The combo is definitely powerful, but seems very situational - I had Hate in my hand in all 3 games today and only used it this one time. The deck is strong enough that it can win with or without it. |