Kahless' Thoughts on how to make a Deck


Before I start, I'd like to disillusion any visions of grandeur. I don't consider myself the best deck builder or anything high handed like that. I've already seen many people tackle and succeed in writing great articles on how to construct a deck. I've probably agreed with almost everything I've seen written on the subject, but I'd like to add my thoughts to the collective pool on the subject. So here we go: (Note: I'm using the words "Solve" and "Attempt" missions, in general you can just substitute the correct Borg terminology in if you choose to play Borg.)

I'd also like to apologize for my long windiness, I just seemed to start a section and then it would just keep going and going and going.....
Anyways, please forgive me if I get a bit off topic or if I repeat myself.

General outline before I begin: Remember that the goal of any deck is to win. The only way to win in STCCG is to score 100 points (or 140 if a Q's Planet is out) faster than your opponent can. While it may be fun to do things that annoy your opponent (in a fun sort of way mind you) or are just all-round "neat," if you can't score enough points to win the game then there really isn't much point in making the deck, is there? This doesn't mean that every deck you produce should be a cut throat tourney level deck capable of so disabling your opponent that you fail to enjoy the games; by all means I encourage you to make quite a number of "fun" decks that attempt to do wacky, new or weird things that fun to do. But make sure that all of your decks are capable of winning. There's not point in designing the best attack deck in the world, that will completely annihilate my opponent, if I can't win the game myself. Your opponent will eventually end up getting lucky and score just a few points, enough to win them the game either by time out or by having both players eventually draw out. That being said, let's move on to more specific points (no pun intended) about how I'd see making an effective (or at least decently playable) deck:

1) Pick a theme

Decide, in general, what you want this deck to do. Do you want this deck to be a mission solving deck? A battle deck? A deck that tries to do something special?
Myself, I find that I build two types of decks. Your basic mission solving/speed OR stall decks and your "specialty" decks.
Your Mission deck usually is the one that will almost totally ignore your opponent except for dilemma selection and perhaps a few offensive/defensive interrupts or events, and concentrates on solving missions. Points are only scored through solving missions. These decks tend to be quick, or else end up as stall decks which are designed to be quick.... in relation to your opponent. :-) This deck doesn't usually aim to do any specific missions, it is prepared to attempt and complete any of the missions seeded, your own or your opponent's. An example of this type of deck that I've created would be Kahless' Real Borg Planet Deck, Kahless' "Same Old" Klingon Space Deck and Kahless' Romulan Treachery Deck.
The "Specialty" decks, as I call them, tend to have a focus on some particular strategy/combo. They usually have a more or less specific type plan in mind, such as "complete these two missions" or "use this killer combo to annihilate opponent and then complete missions at your leisure." Any deck that has a specific focus and that tries to get out specific cards early on to utilize in whatever harmful or helpful way, is something I consider a specialty deck. These decks are sometimes "poker" decks, they either absolutely stomp your opponent, or turn into mush and lose the game miserably. :-) I guess it just depends on how well you build the deck and how well prepared your opponent's deck is for something like what you're trying. An example of this type of deck that I've created is Kahless' Black Hole Deck, Kahless' Second Transporter Phobia Deck and Kahless' Range Reducer Deck.

Okay, so now you've hopefully picked a basic theme for your deck, be it a "Federation Speed/Mission Solving" deck or a "Non-aligned Kill-Kova-Thull-off-repeatedly" deck. So now you're ready to get into the actual construction of the deck. These steps are not in any "hard and fast" order in which they should be done, in fact, in some decks, this order will not work at all. But this is the general order I find that I construct my deck in. This moves us into:

2) Mission Selection

Okay, this is particularly important in mission solving decks. In general, you'll want to find missions that have a good deal of skill overlap. If the same skill can be used to complete 4 or your 6 missions, then anyone having that skill can be useful for all of those missions. I know I'm jumping around here, but also consider what skills tend to go together on the people you'll be looking at. For instance, if a lot of the Klingons with Honor also have Diplomacy or Leadership, then you could also consider missions with those skills. You usually want to make the mission selection as "tight" as possible, in other words, you want to make sure that the fewest number of skills possible are needed to complete the maximum number of missions possible.

In Specialty decks, Mission Selection may not be quite as important. If for instance, you choose to score most or all of your points from hunting the Borg ship dilemma (or Borg Cubes, if you opponent is accommodating) then your mission selection is not very important to not a factor at all. Your only requirement may be to have enough space mission to have some flexibility over where you will seed the Borg ship dilemmas. On the other hand, if your specialty deck is based around a trick to annihilate the opponent, then score points, then mission selection is still very important. For instance, a Klingon armada deck will try to blow away every trace of it's opponent on the spaceline, then sit back and complete missions at their leisure. So missions that complement the Klingon leaders used to fly the K'Vort class warships would be important. So in that case, you first assemble your personnel, and then go back and select your missions after to see which ones fit the personnel the best.
One factor to consider in any mission selection is Balancing Act. You have to decide for yourself whether or not you believe this to a factor you should worry about. If your opponent customarily uses the Balancing Act dilemma "just in case" then you likely should make mission selections that don't risk a Balancing Act. But if your opponent has become lax in this, then you may be able to sneak in the occasional all planet or all space spaceline, to try and eliminate some of their dilemmas and just to throw them for a loop (never underestimate the value of psychologically defeating your opponent, even in something as small as this.)

3) Personnel Selection

One of the most important factors in the game. What is this deck going to try and do? Which personnel will be needed to accomplish this goal? Personnel are really the "functional units" of STCCG, they are the cards that will most determine what happens in the game. So you want to find the best mix and variety of personnel that will best accomplish your goals and at the same time thwart likely goals of your opponent. If you suspect your opponent is going to try and make a Personnel attack deck, then you may want to include a number of high strength personnel or holograms. If you're planning on making a personnel attack deck, then make sure that you include lots of strong personnel or holograms yourself.
In most decks, you're going to want your personnel to match up well with your missions. If a lot of your missions are completed by Engineers, then you should likely want to include a number of personnel who are Engineers. Look for people who contribute the maximum number of useful skills to your mission set. At the same time, consider including a number of mission specialists, as with Assign Mission Specialists they can easily be downloaded and each will net you an extra 5 points for each mission they contribute their skill towards solving. Also make sure that there is fair amount of skill overlapping among your personnel. If lots of your missions require Stellar Cartography, and you only include one personnel with that skill, should that person get trapped at the bottom of your draw deck or get killed/captured/disabled etc. so that you can't use them anymore, then so many of your missions are going to become unable to be completed. The more important the skill is to your mission set, then the more often it should show up in your personnel selection. You must prepare for such contingencies as untimely deaths or bad shuffles, if you have a lot of personnel with Stellar Cartography, then there is a very good chance that at least one of the people with the skill will show up or survive to complete the mission and net you the points.
Consider which skills, classifications or Subcommand Icons in the case of the Borg are going to be useful in helping to pass through various dilemmas and obstacles likely to be thrown in your way by your opponent. While their may be no requirements for Diplomacy in your mission set for example, it might be prudent to include it in case your opponent decides to throw some Q-Nets in your way or you encounter a Shaka, When the Walls Fell. Skills like Exobiology can help if you encounter a Coalescent Organism. Music can prevent a death in space from a marauding Crystalline Entity. Decide which dilemmas are "in vogue" at the moment, and then plan ahead for them. If there's any particular dilemmas that could potentially just sink your deck, pick personnel who are able to get past those dilemmas. Some people may have no other purpose than to get rid of dilemmas. Madam Guinan has incredibly useful skills, but not because they help out for missions. The ability to nullify AU dilemmas can be very useful, as such things as Frame of Mind (very much used), Empathic Echo and Quantum Singularity Lifeform’s (seeing much more use after the advent of Scout Encounter) can crop up frequently in decks. And the skill of Anthropology is very useful combined with her Civilian classification because she alone can pass Primitive Culture. Someone like Kitrik is also a good example, the dual Medical/ Science classification is incredibly useful, and the skills of Music and Exobiology both can help out against specific dilemmas (Crystalline Entity and Coalescent Organism respectively.) Also, you can expect to be losing some personnel to various dilemmas, so you'll want some "cannon fodder" so to speak. Even if you're not directly redshirting, you'll want some "fall guys" to help bear the brunt of many of the negative effects of dilemmas.

4) Ship Selection

Which personnel did you select? Do you have the staffing requirements for each ship you're thinking of including? Are you making an aggressive deck that might lose a ship or two? Questions like these come up when choosing ships. I find that ship selection is one of the easier things to consider. If you have a number of AU icon personnel in your draw deck, then you could think about adding that big AU ship with the icons as the staffing requirement. If you're going to be including a Spacedoor, then you'll want to include at least one universal ship to be downloaded to your outpost. Unlikely as it is, if you don't have any or very few Command or Staff stars, then make sure that your ship selection reflects this. A deck with only 1 command star, shouldn't attempt to fly ships that require command stars; as one bad shuffle or an unfortunate death will leave that ship stranded.
If your deck is going to be aggressive, then consider adding more ships, as you're likely to lose a few of them in battle. If you selected lots of matching commanders, then include their ships and some Captain's Log's and Ready Room Doors to download both the commanders and their logs. Shuttles, Borg Spheres and Scout Ships (with use of Launch Portal) can all be carried, the shuttles and scout ships requiring Engage Shuttle Ops in play. This could become useful if you want to establish a line of ships, carry all of the shuttles as far as possible on your "mother ship" and then when the mother ship runs out of range, launch the shuttle and continue on down the spaceline, allowing your crew to cover much more ground. Also, shuttles, Vulcan Landers and scout ships being able to land on planets can help immensely; they avoid all beaming obstacles (Atmospheric Ionization, Distortion Field, Particle Scattering Field and Barclay's Transporter Phobia) and it is also a mission requirement on the Universal Planet mission. Just a few more little things to think about.
Try to choose a reasonable number of ships, since it does you no good to have a hand full of ships and nobody to fly them. The Spacedoor card can help immensely here, as you have the ability to include only the bare minimum number of ships that you feel you need, and then leave room for other cards in slots you might otherwise have needed to fill with ships to ensure that one is drawn. Pick a number that will get you a few ships out. Also, it is sometimes helpful to have out a ship with very few to no staffing requirements, to be used for shuttle duty; bringing people back and forth between your outpost and the operational ship, or between two different crews without distracting either from their current goal.

5) Objective Selection

This is particularly important in a Borg deck, for obvious reasons. You'll have to decide which objectives will be useful to you, or in the case of the Borg, which ones fit with your focus. A Borg battle deck, for instance, would probably include Assimilate Counterpart and Eliminate Starship; possibly in multiples. In a non-Borg deck, consider if any of your objectives could help you out. Assign Mission Specialists will obviously help if you choose lots of single skilled personnel; Visit Cochrane Memorial has lots of neat effects and if your cards would make friendly probes, can be a very powerful card; Prepare Assault Teams is you suspect battle will be a factor and Reflection therapy either to gain a captive or else to gain a much needed skill.

6) Interrupt/Event Selection

Decide which events and interrupts are vital to your strategy. If you are playing a Parrallax Arguers deck, then include lots of Arguers and decide which events you could include to inflict maximum damage on your opponent should they choose to argue with you.
Decide which events and interrupts could inflict damage on your opponent or act as defenses for you. Wrong Door is an excellent card, it can prevent against a misplaced Revolving Door (a defensive function,) redirect an Iconian Gateway traveler (rarely used but powerful function) or nullify one of your opponent's Q's Tents (a very useful function, as many players put important cards in their tents.)
Cards that you believe could really hurt your opponent's strategy (Klim Dockachin, Supernova, Static Warp Bubble etc.) can be very useful, as long as they aren't overdone. It can get too easy to get caught up in including so many killer events, that you dilute your deck so much that it no longer can effectively score points. The Borg in particular have to be careful, as cards such as this will dilute the number of favorable probe cards in the deck and serve to slow or hurt you just as much as it's hurting your opponent.
Cards that serve a defensive function also can come in very handy. If an event or interrupt can protect against a strong tournament strategy you're likely to encounter, then consider adding it. If the card(s) can stop your opponent from pulling out a very harmful strategy, card or combo of cards, then it may be worthwhile to consider including it. Cards like Nutational Shields, Metaphasic Shields, Genetronic Replication and Hugh are all good examples of a defensive type event or interrupt.
And events or interrupts that aren't really Defensive or Offensive, but still serve another useful function must also be considered. If this card doesn't harm your opponent, but still can give you an edge, than it can be even more powerful than something that harms your opponent. Since you don't know beforehand your opponent's strategy, cards that act as offensive attacks may not be very potent if their deck is designed to counter that specific attack. Or if you include a defensive type of card and then your opponent ends up not using that offense against you, then it's essentially a card serving no purpose in your deck. But cards that help you without hindering your opponent are more reliable, because you can almost always be assured of how their effects will come into play, since you can design your deck around using them or accommodate your deck towards them. Cards such as this include Red Alert, Lower Decks, Kivas Fajo-Collector and Retask are all examples of this type of "useful but neither offensive or defensive" card.
Choose a few events and interrupts that you feel will best complement your deck, keeping in mind your theme or focus and how these cards will affect it or how they will work with it. Overkill is easy to do, so be careful not to fall into that trap.

7) Doorways

Since their introduction in the Alternate Universe Expansion, doorways have increasingly become more and more important. You'll have to consider which, if any, doors you want to use. For instance, if you choose to use the Three Way Treaty from the Sealed Deck product, then you won't be permitted to have any seeded sidedecks, which are opened by doorways (Q's Tent or Q-Flash.) Or if you include any AU icon cards in your draw or seed deck, you'll need either a seeded AU door or a Space- Time Portal to bring them into play.

Doors can add speed (Ready Room Door, Devidian Door), open up new possibilities (Q's Tent, Q-Flash, AU Door), or be just plain weird (Temporal Vortex, Manheim's Dimensional Door). You'll have to decide if any of these doors will suit your strategy, if so, how many of each to include. For instance, Devidian Door can be an immensely useful card if played at the right moment, but if you don't have enough of them, you may never get to use it. If you have too many of them, then you'll end up using them just to get them out of your hand, because you have too many of them. So finding the right balance with doors, as with any other card, is essential. Decide which doors you want, and then decide how many of each you're going to want.

8) Equipment

Are there any equipment cards you need to include? Are there any classifications you feel weak on that an equipment card could compensate for? Is there somewhere where a specific equipment card could come in handy (eg. Medical Kit for Theta Radiation Poisoning, a Tricorder for Alien Labyrinth)? Do you need to raise any of your attributes (eg. a phaser/disruptor to increase strength, a PADD to raise you cunning)? Any specific instances that you may want to prepare for or special benefits you want to attempt to garner from equipment (eg. Increased Range and Shields from Plasmadyne Relay, ability to damage opponent's ship with Anti-Matter Pod, Ability to download implants and assimilate a counterpart with an Assimilation Table etc.) Decide if you want to include any equipment, and which ones.

9) Dilemmas

Save the best for almost last, right? I don't know why, but I always tend to make my dilemma selections at the very end of building my deck, hence why I listed it last. By no means does this mean that that's when I think it should be done, it just means that I do it then. :-)
Dilemma selection is probably one of the hardest parts of creating a deck. Making effective dilemma combos is going to change all the time, depending on what the latest craze deck is going around at the time, and what the latest expansion/product has brought in terms of both dilemmas and personnel for getting around dilemmas.
In general, dilemmas do not change much between the style of deck you're playing. Your goal is usually to slow/stop your opponent or possibly garner benefits for yourself. I'm not going to attempt to go into the complexities of dilemma combos right here, because everybody does dilemmas radically different, all depending on local play environment, and taste. I'll only offer one or two general tips.
If possible, suit your dilemmas to your deck. If your deck is a stall deck or is very slow, then you'll probably want dilemmas that are going to slow/stop your opponent. This is usually easiest with wall dilemmas. Some people try to set up dilemmas that remove the skills or personnel needed to get past the wall, while others will include a series of walls that are just so unlike that it will take lots and lots of attempts to figure out which skills are needed and bring them to the mission. Whichever strategy appeals to you more, the point is to use dilemmas which are going to slow your opponent right down; if they can't score points because they're stopped or can't get past your dilemmas, they can't score points and they can't win the game.
Another type of dilemma to consider adding is one that you're going to actively take a part in making sure your opponent won't pass. Something like a Tarellian Plague Ship is a very potent dilemma, especially when combined with Barclay's Transporter Phobia. :-) Or including a Sabotage Drone and getting it over to your opponent's ship... right before they encounter that Cytherians you seeded there. :-) Their trip may end up becoming a great deal longer. So you can sometimes include dilemmas that you know you're going to interfere with, either through interrupts or through direct interaction.
You can also consider adding dilemmas that are going to spell benefits for you own deck. A Borg Servo in a Borg deck can come in very handy, it can give you a drone without risking a personnel battle, and will stop the attempting crew in the process. Or a Scout encounter for either the Borg or Romulans can allow you to get another small ship out with a crew in a place that could be beneficial to you. A dilemma like Royal Casino: Blackjack could not only score your opponent negative points, but could score you positive points.
So in general, I would say that while dilemma strategy doesn't change a great deal between decks in the same environment, you may sometimes want to consider dilemmas that fit with the theme of your deck, or would end up being as a big benefit to your deck in some way.

10) Q's Tent

While not every deck is going to be including a Q's Tent, almost all of them do. And why not? This card is one of the most valuable resources in the game. You can include contingency cards, surprise cards, or just cards that you want to be able to guarantee getting at some point in the game. So what should you include in your Q's Tent?
Personnel needed for special situations or ones that you need out early fit well into Q's Tent. Some personnel are only needed in special situations which *may* come up, so you don't necessarily want to clog up your draw deck with them on the chance that they end up not being needed. As well, you may want the ability to pull them out at exactly the right moment to deal with special circumstances. So the Q's Tent is a perfect place to leave people like that. Someone like Zon is magnificent for personnel battles, but his uses outside of battle are limited. So if your peace loving deck fears a battle, then you could consider putting Zon in your tent. If it looks likely that a war like opponent is going to be attacking your away team, then simply tent for Zon and include him in the away team. Your opponent may want to think twice about attacking that away team now.
Essential personnel also fit well into the tent. Someone that you absolutely need to make your deck work usually is best put in the tent, so they can be pulled out as soon as you draw a tent. So if your deck is focused on using Rogue Borg, Lore being in your tent is likely a good idea as he will make each of those Rogue Borg much more dangerous. So if you have a personnel that's a necessity to your deck, then the Q's Tent might be the best place to put them.
Of course, essential personnel aren't the only thing to go in your tent. Any essential card that's necessary to your strategy would be a good candidate for the Q's Tent. For instance, a deck using lots of holograms might not want to rely on waiting to draw a Holoprojectors, they may instead want to put a lone Holoprojectors in the tent and then just use a Q's tent to retrieve the Holoprojectors. In short, any playable kind of card that is absolutely needed for your strategy would be well suited in the tent.
And of course, any contingency type cards that you want to have "just in case" could be put in the tent. They will not interfere with your normal draw deck, but will still be available for use if needed exactly when needed. Something like the Devil is almost completely reliant on your opponent playing with certain cards, but it can be invaluable against an opponent using those cards with it nullification abilities. So including it in the tent works very well; you can pull it out if you need it and exactly when you need it.
Finally, including Q's Planet and Artifacts/Dilemmas in your Q's Tent can sometimes help. If you're looking to score a quick artifact, rather than trying wade through dilemmas at a normal mission and waste a seed spot, you could just throw the Planet and the Artifact in your tent and play it early on. Unless your opponent has included dilemmas in their tent or somehow has dilemmas in their discard pile, you'll likely have a very easy walk to your artifact. And that is also why including dilemmas is a good idea in your tent, in case your opponent gets that exact idea. But a few well placed dilemmas could stop your opponent cold, without even costing any of your precious seed slots.
Also, be aware of attempts to close off your tent and be prepared to counter them. Revolving Door can completely cut you off from this valuable resource, so a Wrong Door, AU Door, Kevin Uxbridge or a Revolving Door of your own can all help keep your tent open.

11) Miscellaneous

Now that almost all of the deck is ready, you'll want to include in those last few essentials you may have forgotten. *Always* include an outpost (I've forgotten them a number of games!) or possibly two. Decide if there's any artifacts that you want to add in to your deck. Any other seed cards you may have forgotten (the seeded Q's Tent/Q-Flash, the seeded Open Diplomatic Relations and the Treaty in a treaty deck, etc.) Double check that you haven't missed any essential cards.

12) Practice shuffle/Cut cards

One of the most important steps of all. Practice shuffling and drawing practice hands to see how well your deck works out. Did you include too many personnel? Not enough ships? Figure out how well the deck balances even from the opening hand. Check the number of cards in your draw deck, with the new 30/30 rule, isn't incredibly easy to overdo your draw deck and dilute it so much that you never draw the cards you need. Cut cards that you end up deciding don't really serve enough of a purpose to warrant keeping them. Repeat this step many times, drawing and cutting to see when you've finally reached the happy medium. You don't want to cut the deck so bare that you no longer have enough of the essentials, but you don't want to have it so big that you're unable to draw the essentials because you're bogged down with "semi-useful" or "contingency" type cards.

There! And that's it!
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