Counter's Corner #2- Mission Stealing

By Captain Barclay

    The Counters Corner series will be a series of strategy articles telling you how to get by many types of popular tournament decks. For those of us who've lost a crucial game to a cheap mission stealer, we know we need to protect out missions.
    So they set up dilemmas like normal, if you're not packing 300 scans, they'll easily grab 2 of your missions before you can even attempt one. Then the panic sets in, and you know the game is lost. To counter this we'll have to go back to the point of deck construction.

    Unique planet missions worth no more than 30 points. This will make your deck valid for the next thing discussed. Also by having all your missions being 30 points or less, the borg can not play Assimilate Planet on it. This means that your missions will remain that, your own.
    Fair Play. This card makes a great addition to you Tent, or to your seed deck directly. if all your missions are unique, not attempted to be seeded by opponent and less than 40 points, your opponent can not complete that mission. Be weary of when you play this card. If you wait to reveal it, as I did in a tournament, until they've attempted one of your missions, they can clear out all the dilemmas for you, and then you can mop up the points for yourself.
    HQ: Defensive Measures. In addition to your missions being unique and under thirty points (your space can be 35, Fair Play doesn't protect you from the Borg, but it does from other affiliations) you may want them to have more than one affiliation icon. Or, you can use this, and have your space missions be more than forty points. Remember, however, that this Objective has a countdown on it, so you may want to stock 2, maybe even three, copies if you really want to protect your mission. The permanent Fair Play, however, is a much better choice. And this offers no protection against Espionage decks, but Fair Play does.
    Kevin Uxbridge. If you read Counter's Corner #1, you saw Kevin Uxbridge make an appearance there, also. This is the only card to make both Counter's Corner's articles, showing it's great diversity. Here, it is present for Espionage cards. If your opponent is not playing Romulan or Cardassian (possibly even if they are) they won't have any "Plans of the..." Cards in play, which means their Espionage cards can be nullified. Simply play Kevin on them, and they lose the ability to attempt that mission. You, of course, may want to stock more Kevins in case they pull more Espionage cards out on you.
    Self Seeding Dilemmas. By seeding dilemmas that may be difficult for your opponent, but you can get by easily, you can keep your missions from being solved until you say so. Some such dilemmas include Chula: The Door, In The Pale Moonlight, Barclay's Protomorphosis Disease, Unscientific Method and Dead End. All of these are easily overcome by your personal since you know what is coming. Be weary of this strategy, however, as with only thirty seed cards to work with, even with 3 cards combos across the board you'll have 24 cards on dilemmas to protect your missions. Only having six cards left for everything else isn't easy, you'll be glad for that Tent to store other cards.
    Attempting Your Missions Before They Can. The Ferengi have been known to get eight personal out on the first turn. With that kind of speed, missions are easily done. Klingons can get 12 personal out in 3 turns (with good card draws). Attempt your missions early, especially those on the outer end of the spaceline, or close to their facilities. This is where they're likely to take them away from you.
    Scans. Lots of Scans and Full Planet Scans. If you play them early (who uses Scanner Interference anyway?) you'll know where the misseeding has occurred. Then, once they know you know, it'll be a race to get there. If you win this race you'll be up points as their strategy will have been foiled, do this twice and you'll win the game.
 
    As the intended purpose of this article is to provide meaningful counters, let's look briefly at a list of your Tent cards as described in this article.
 

  1. Fair Play
  2. HQ: Defensive Measures
  3. HQ: Defensive Measures
  4. Kevin Uxbridge
  5. Kevin Uxbridge
  6. Scan
  7. Full Planet Scan


    In The Draw Deck...
 


    Seeded Cards
 

  •     Self Seeded Dilemmas
  •     Unique Planet Missions worth no more than 30 points with more than one affiliation icon on each end.
  •     Unique Space Missions worth 35 points or less.

  •     That gets you half a Tent, and your missions countering Mission Stealing Decks. Look as articles go more along the line for me to stop and put them all together for one balanced set of 13 cards to counter almost anything.

        This ends Counter's Corner #2- Mission Stealing Decks, and using this information may you live long and prosper.
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