Federation Patrol Neutral Zone deck


Seed:
 Missions:
  Patrol Neutral Zone x6

 Dilemmas:
  Chula: The Door
  Blended
  Shaka, When The Walls Fell

  Hippocratic Oath
  Unscientific Method
  Scientific Method

  Hologram Ruse
  Q-Flash
  Odo's "Cousin"

  Q-Flash
  Firestorm
  In The Pale Moonlight

  Chula: The Lights
  Q-Flash
  Scientific Method

  Scientific Method
  Q-Flash
  Shaka, When The Walls Fell

 Outposts:
  Federation Outpost
  Neutral Outpost

 Doorways:
  Q Flash
  Q's Tent
  Space-Time Portal
  Spacedoor

 Event:
  Mirror Image x2
  Mission Debriefing

 Objective:
  Assign Mission Specialists
  HQ: Defensive Measures

 Incident:
  It's Only A Game

Play:
 Doorway:
  Q's Tent x5

 Ship:
  Runabout x2
  U.S.S. Defiant
  U.S.S. Enterprise

 Personnel:
  Benjamin Maxwell
  Beverly Picard
  Captain Kirk
  Dathon
  Geordi La Forge
  George Primmin
  Jean-Luc Picard
  Michael Eddington
  Miles O'Brien
  Sirna Kolrami
  T'Pan
  Vekor x2

 Interrupt:
  Energy Vortex x3
  Isabella x2
  Temporal Rift x4

Q's tent:
  Alien Parasites
  Berserk Changeling
  Dead End
  Federation Outpost
  Temporal Vortex
  Admiral Ross
  Julian Bashir
  Engineering Kit
  Science Kit
  Nutational Shields
  Regenerate
  Oof!
  Scorched Hand

Q-continuum:
  Fightin' Words
  Mandarin Bailiff
  Door-Net
  Penalty Box x2
  Hide and Seek

    This is a pretty straight forward PNZ deck. For more information see the Affiliation Deck Archetypes section of the site. The objective of the deck is to solve missions as fast as you can.
    How do I get ships out of the Neutral Zone? I included the Energy Vortexes to keep them from playing ships in the first place. If that doesn't work then I'll Temporal Rift them. If they have no Youth aboard their ship, then Isabella them to destroy it. This deck does have problems with landed ships in the NZ (as do most PNZ decks). There are six personnel with Leadership (including two mission specialists), and the rest have skills and Classifications to get by dilemmas. The dilemmas aren't vital to the strategy of this deck, and you will notice that they all go with a wall/filter/wall combination to slow my opponent, not kill his personnel. The Q-Flash is so small because of the new rule with replacing Q-cards in the side deck. Most likely they won't have more than five personnel attempting.
    I have never played this deck, but I am confident that it could win most games I play it in.

    If you would like to make any comments on this deck, or another one submit them to [email protected]. Better yet, why not submit your own?