Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.metropolis.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
http://wizlink.iserver.com/conner/stccg/COTD.html
(Server was down today, I hope they increased its speed now)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD181 "STCCG.guide/ST:CCG Card of the Day/Dathon"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #181@{ub}
Hi, folks,
@{"Picard" link "STCCG:cotd100.guide/COTD1"} and @{"Gowron" link "STCCG:cotd100.guide/COTD5"} in COTD. Color of the sun. The riddle unsolved.
@{b}DATHON@{ub}
Personnel, non-aligned, rare AU.
Integrity 9
Cunning 8
Strength 6
OFFICER, Diplomacy x 2, Leadership, Honor,
Nullifies Tamarian-related Dilemmas where present,
Command Star (*).
"Darmok and Jalad at Tanagra. The Beast of Tanagra. Rosani, his army.
@{"Picard" link "STCCG:cotd100.guide/COTD1"} and Dathon at El-Adrel. Sokath, his eyes uncovered!"@{ui}
(by popular demand this review will be conducted in English)
Hmm. 9/8/6, OFFICER, Diplomacy x 2, Leadership, Honor? Seems somebody has
taken this from a very well-known blue card and just changed the second
line in the skill box. Which is a very nice touch, as these two were very
evenly matched in the episode, so why not make them very similar?
And still, this time they created two similar cards which are by far
different enough to stand their own. One is just a good Fed Officer, the
other is non-aligned and has a special ability which might come in very
handy. One of the favorite combos of @{"Outpost Raid" link COTD183} players is to play
that one behind a Shaka, when the walls fell so it cannot be redshirted -
NOT! Shaka gets nullified by Dathon, so even if you have no other use for
him (shame on you) he makes a great @{"Outpost Raid" link COTD183} sucker. And who says
you can't have a second one in your deck to use after the first has
fallen prey to the @{"outpost raid" link COTD183} (one of the few cases where duplicating a
unique personnel might prove useful).
The other Tamarian-related Dilemma which currently exists is El-Adrel
Creature. Also nice touch: If @{"Picard" link "STCCG:cotd100.guide/COTD1"} and Dathon are alone on the planet,
the creature would kill one of them. Exactly one. But I believe Dathon
can nullify it, as it mentions him in the lore and thus should be
considered Tamarian-related. Can a Netrep back this ?
And of course, use him with @{"Tama" link COTD164}. Plus @{"Captain's Log" link COTD174}. 7/12/11 for two
crew (yes, take a @{"Picard" link "STCCG:cotd100.guide/COTD1"} with him :-) ). Great ship then.
Favorite combo(s):
- Dathon + Picard. Just cool.
@{u}Card Rating@{uu} (1=worst 10=best) DATHON
Wesley's rating: 8.0
Cole's rating: 8.5
Conner's rating: 5.5
Hal's rating: 9.0
Heather's rating: 9.0
Jack's rating: 8.7
John's rating: 7.5
Lore's rating: 9.5
Movar's rating: 8.0
Ray's rating: 7.0
Serge's rating: 9.0
Tony's rating: 9.0
----------------------
AVERAGE RATING: 8.2
And today I present you a new STCCG challenge: Lay out a spaceline of six
missions of your choice. Put one Dilemma (of your choice) under each
mission.
Seed any other cards you like. Stack a draw deck (you arrange in whatever
way you choose, but only one of each card). Draw a starting hand and play
one turn. What is the maximum points possible ? If you get more than 300
you have beaten me!
(You may use a @{"Devidian Door" link COTD146}, but you must have it on your hand at the
end of the turn! And the @{"Horga'hn" link "STCCG:cotd100.guide/COTD10"} is of course not usable to get a second
turn.)
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.metropolis.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
http://wizlink.iserver.com/conner/stccg/COTD.html
(still a little under construction, but at least it's back)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD182 "STCCG.guide/ST:CCG Card of the Day/Echo Papa 607 Killer Drone"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #182@{ub}
Hi, folks,
there still is one category of cards that this series NEVER touched.
After 181 episodes, still there is not a single equipment! (And back
when @{"#50" link "STCCG:cotd100.guide/COTD50"} was current, I ran a survey and the majority voted for LESS
equipment reviews!!! How?) Anyway, in spite of that, I'll change my
policy and do a flick on:
@{b}ECHO PAPA 607 KILLER DRONE@{ub}
Equipment, rare AU.
Use during Away Team or @{"Rogue Borg" link "STCCG:cotd200.guide/COTD33"} battles. First time used in battle, STRENGTH=10. Next time
used in a separate battle, STRENGTH=20, etc.
@{i}"A deadly hovering anti-personnel device with the ability to fire phasers and to anticipate
and adapt to its target's defenses. Created by the Arsenal of Freedom
on Minos."@{ui}
A fair addition to a Klingon battle deck or a @{"Rogue Borg" link "STCCG:cotd200.guide/COTD33"} deck.
The first one is quite straightforward: Carry it with you. Start as many
battles as possible. Hmm. Can't we optimize on this? (Well, we can, other-
wise I wouldn't ask such a stupid question :-) )
The drone grows with separate battles and you're probably not going to lose
a battle with 40 STRENGTH, okay? So bring a big crew to a planet. Beam down
the drone and 30 STRENGTH. Attack. Kill opposing crewman. Beam down
20 STRENGTH. Add drone (new team - new battle!) Kill opposing crewman. Beam
down one Klingon Officer (your opponent has lost some STRENGTH). Pass drone.
Attack. Kill oppo- this is getting boring. You have another Klingon waiting?
Beam down, attack, kill. You get it. Eliminate 4 instead of 1 in one turn
and get your drone up to 50. Then pass it to a lone Officer with Strength=3
and start wreaking havoc. (Yes, equipment cannot get stopped!)
The @{"Rogue Borg" link "STCCG:cotd100.guide/COTD33"} deck is a little more complicated: If you get Crosis
and a few @{"Borg" link "STCCG:cotd100.guide/COTD33"} on the first turns, you need not worry. But what if you have
very few @{"Borg" link "STCCG:cotd100.guide/COTD33"} in your starting hand or your opponent sits merrily on his
outpost solving a planet mission from there and then using @{"Iconian Gateway" link COTD180}
to transport so you cannot use your @{"RB" link "STCCG:cotd100.guide/COTD33"} at all? Easy - play them on yourself!
Man a Pi or Scout ship with one Romulan. Any OFFICER. Hand him a Drone. Play
a @{"RB" link "STCCG:cotd100.guide/COTD33"} on your own ship. Battle. Play next @{"RB" link "STCCG:cotd100.guide/COTD33"}. Battle. Repeat until satisfied. Beam down crewman plus 60-Strength
Echo Papa at opponent's outpost. Grin. Solve a mission. Win.
BTW: You'd need ten @{"RB" link "STCCG:cotd100.guide/COTD33"} (or five including a Crosis) to get a better net
effect using them directly on your opponent than using them on the Drone.
Favorite combo(s):
- Echo Papa Drone plus @{"Rogue Borg" link "STCCG:cotd100.guide/COTD33"} on own crew - it's soooo sneaky!
@{u}Card Rating@{uu} (1=worst 10=best) ECHO PAPA 607 KILLER DRONE
Wesley's rating: 4.5 (battle decks are just too rare)
Cole's rating: 2.0
Conner's rating: 5.5
Hal's rating: 5.5
Heather's rating: 9.5
Jack's rating: 6.5
John's rating: 6.0
Lore's rating: 10.0
Movar's rating: 6.0 (he compared it to Fungusaur+Tim for Magic-ians)
Ray's rating: 8.0
Serge's rating: 8.0
Tony's rating: 4.0
----------------------
AVERAGE RATING: 6.3
PS: Solution to 300 point turn coming Saturday. Please send your best tries
now even if below 300.
So far nobody has solved it, but it IS nasty ... :-} (VERY EVIL GRIN)
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.metropolis.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
http://wizlink.iserver.com/conner/stccg/COTD.html
(great Graphics, plus the strategy webboard)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD183 "STCCG.guide/ST:CCG Card of the Day/Outpost Raid"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #183@{ub}
Hi, folks,
care for another game of Poker ?
@{b}OUTPOST RAID@{ub}
Dilemma, Space/Planet, common AU.
If at your outpost: two personnel are killed (opponent's choice) unless
STRENGTH >81. Discard Dilemma. OR Elsewhere: requires STRENGTH >18 to
pass.
@{i}"Rogue Borg conducted a brief but deadly raid on the remote Federation
outpost Ohniaka III in 2369. 274 personnel were lost."@{ui}
Except for the fact that the picture is way wrong (it's from Lore's
headquarters in Descent II), this is a cute psych card.
The catch is to guess where your opponent will be placing his or her
outpost. Or to play six outpost raids :-).
The latter strategy might not be that effective as you'll lose 10% of
your deck to gain one truly effective Dilemma, so let's concentrate on
the psych play with one or two outpost raids.
Likely candidates? Let's consider two missions: Diplomatic Conference
and Evaluate Terraforming. The first one is a big point thing that has
hard requirements and needs personnel from multiple affiliations to
solve. So the only way to do it from your outpost is to use a Neutral
one, play Fed crew, beam down, play Klingons, beam them down
too (only one affiliation at a time at a neutral outpost!) then finally
bring in the Romulans (your order may vary) and then solve the mission.
Considering you need seven or eight crew to cope with the mission and the
more common Dilemmas, this is not a very likely starter mission.
Now take Evaluate Terraforming. 35 points, Geordi+Medical or
Med+Bio+Exobio, both not too hard for any decent bridge crew deck and
both combinations tend to provide valuable skills towards possible
Dilemmas. So this looks like a typical hiding place for a Betazoid gift
box or a Horga'hn. Hmm. As people want these early, wouldn't this
be a good outpost location ?
And there's the big strategy. When the missions are on the table think
"Where would I place my outpost if I had her missions ?" That is the
likely location, so put it there. Prime candidates are low-to medium
point planet locations that can be done with one crewmember (artifact
gainers) or a low-point space mission that seems to attract a lot of seed
cards (that Cryosatellite plus contents).
But whenever you seed the Raid, make sure you place some other Dilemma
before it that requires several crew to pass. Shaka and Hologram ruse
qualify. Just to avoid redshirting away your prime problem.
Favorite combo(s):
- Outpost raid + Shaka. Always nails something GOOD.
Tony's rating: 7.0 (Quote: @{i}"How many lights do you see?"@{ui})
----------------------
AVERAGE RATING: 7.3
Last call for entries: Until COTD #195 you may still mail me your Dream
cards for the COTD batch #200-#209 which will be another Dream
miniseries. Rules: No DS9, Voyager, Movies, Classic, Animated, etc. Plain
TNG, okay ? Need not be a killer but should be interesting to review.
Remember, Q (DAnswerMan) is reading us...
And for those who have already sent something:
You have good chances to make it if your card was
(don't read on if you don't want to see it - though I paraphrased the
card names, thus you are safe if you did not send cards yourself...)
[Mini-Spoiler follows]
- a female interrupt
- a prime time Dilemma
- a diversified event
- O'Brien's 'oops'
- an event with Diplomacy
- a positronic Dilemma
- something rocky
- or an alternate Bridge crew member
These are currently the leading eight.
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.worldonline.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
http://wizlink.iserver.com/conner/stccg/COTD.html
(great Graphics, plus the strategy webboard)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD191 "STCCG.guide/ST:CCG Card of the Day/Kevin Uxbridge: Convergence"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #191@{ub}
Hi, folks,
the last AU counterspell:
@{b}KEVIN UXBRIDGE: CONVERGENCE@{ub}
Interrupt, common AU.
Destroys all Event cards in play at any one spaceline location (including
those on ships).
@{i}"A Douwd, a race of sentient energy beings of 'disguises and false
surroundings'. He is capable of using his enormous powers to stop threats
with a single thought."@{ui}
The second variant of @{"Kevin" link "STCCG:cotd100.guide/COTD20"}. One advantage, two disadvantages.
Advantage: He can eliminate more than one event card at a time. If they
are at the same location. Great for killing such nasty combos as Gaps in
Normal Space + @{"Subspace Warp Rift" link "STCCG:cotd100.guide/COTD83"} or two @{"Distortion Fields" link "STCCG:cotd100.guide/COTD99"}.
Disadvantage #1 (small): Cannot get rid of Artifacts played as events. So
no removing of that #?&%$ @{"Kurlan Naiskos" link "STCCG:cotd100.guide/COTD13"}.
Disadvantage #2 (really large): Can't get rid of all the global events.
And this includes all the really powerful ones. @{"Red Alert" link "STCCG:cotd100.guide/COTD6"}, @{"Traveler" link "STCCG:cotd100.guide/COTD4"},
@{"Static Warp Bubble" link "STCCG:cotd100.guide/COTD48"}, @{"Anti-Time Anomaly" link "STCCG:cotd100.guide/COTD21"}, @{"Bynars Weapon Enhancement" link COTD197},
@{"Metaphasic and Nutational Shields" link "STCCG:cotd100.guide/COTD40"}, @{"Genetronic Replicator" link "STCCG:cotd100.guide/COTD46"}, @{"Revolving Door" link COTD168},
@{"Lower decks" link COTD188}, @{"Captain's Log" link COTD174}.
Also, unfortunately cannot kill a @{"Q-Net" link "STCCG:cotd100.guide/COTD86"}, which is on the spaceline, but
not as a location or on a location. It just goes "between two locations".
So what's the final deal? If you time it right, you can take out several
events with one card. Like a nasty combo plus two more on opponent's
ships or outpost. But these plays are quite rare, considering that for
speed, many players will not include more than 8 events in their decks.
And on the average, at least four of them are global:
@{"Red Alert" link "STCCG:cotd100.guide/COTD6"} and the @{"Traveler" link "STCCG:cotd100.guide/COTD4} are staples and almost everyone will have at
least one defensive Enhancer (@{"Replicator" link "STCCG:cotd100.guide/COTD46"} and/or @{"Shield Enhancer" link "STCCG:cotd100.guide/COTD40"}) in play.
And count on @{"SWB" link "STCCG:cotd100.guide/COTD48"}, @{"TAK" link "STCCG:cotd100.guide/COTD44"} or @{"Captain's Log" link COTD174}, too. So maybe four events that
go on the spaceline or a single ship. Maybe six, if you are very lucky.
With twelve locations in play, that gives you a good chance of not seeing
any two of them at the same location.
Take to this the problem that you might have an event at the same
location you'd rather not sacrifice you will soon return to using the
regular @{"Kevin" link "STCCG:cotd100.guide/COTD20"}. I definitely did.
BTW: Unlike @{"Countermanda" link "STCCG:cotd100.guide/COTD58"} this one is vulnerable to Q2. And before anyone
flames me: Countermanda has once (Warp pack release time) been ruled to
be considered an Amanda Rogers card, but the newer Colon Rule says the
contrary, so that one goes away with Amanda and not with Q2.
BTW2: Like the real Kevin he cannot stop instant effects of Events as
they always come into function for at least a fractional time unit. So
even the real Kevin cannot stop Yellow Alert from dispelling your
Red Alert.
Favorite combo(s):
- Hey, didn't I tell you there are no combos with Counter-Cards ??? :-)
@{u}Card Rating@{uu} (1=worst 10=best) KEVIN UXBRIDGE: CONVERGENCE
Wesley's rating: 2.5
Cole's rating: 5.0
Conner's rating: 6.0
Hal's rating: 5.0
Heather's rating: 6.0 (Quote: @{i}"Newbie's Kevin Uxbridge"@{ui})
Jack's rating: 6.0
John's rating: 4.0
Lore's rating: 8.0
Movar's rating: 4.0
Ray's rating: 6.0
Serge's rating: 2.0
Tony's rating: 4.0
----------------------
AVERAGE RATING: 4.9
Please direct all email concerning card of the day to:
crusher@kiss.de
Visit the Web Pages!
http://www.worldonline.nl/~ldp/COTD.html
(for best indexing - all cards crosslinked)
http://wizlink.iserver.com/conner/stccg/COTD.html
(great Graphics, plus the strategy webboard)
With all back issues from #1 up to today !
LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"
@EndNode
@Node COTD192 "STCCG.guide/ST:CCG Card of the Day/Maman Picard"
@{u}@{b}@{fg highlight}ST:CCG Card of the day@{fg text}@{ub}@{uu}
@{b}Wesley's STCCG card of the day #192@{ub}
Hi, folks,
nice to see some of you still care ("once in every five millenia ? >:-( " ?). Seriously, I try to maintain an average of at least 4.5 a week but
if you have to put in 18 hour workdays you sometimes get a little tired...
Anyway:
@{b}MAMAN PICARD@{ub}
Dilemma, space, uncommon AU.
If this is a Federation ship, immediately transport it to any end of the
spaceline (opponent's choice).
@{i}"At the place where ideas and reality intermix, Jean-Luc Picard saw his
mother Yvette Gessard Picard, who asked '(Is this) the end of the universe,
or... the beginning ?'"@{ui}
So finally we got a Feddie hoser. We already had the big Rommie-Killer
Firestorm, but now it's time to do something against the affiliation most
players deem the strongest one anyway. And this one is powerful.
The most important words on this Dilemma card are the ones that are not
on it, namely @{i}"Discard Dilemma"@{ui}. Yes, it just stays there and acts as a
big Feddie blocker. As long as you don't try with a non-aligned ship or
one of an affiliation you have a treaty with, a Fed crew just can't get
past this one.
The bad thing about it: It does nothing against the other affiliations.
Right: Nothing. So playing it is a little risky. But considering the
abundance of Fed decks especially in high level environments, it is often
worth using it even in your starting deck, but if you don't you should at
least have a few in your sideboard.
The other risk behind it: You might run into an opponent who has no space
missions. Like my Blue Lightning deck. But this can also be tolerated as
you will always have to count on decks like this. All space and all
planet strategies just are effective.
But I wouldn't be Wesley if I had not discovered a sneaky use with this
Dilemma. If you play Fed and intend to use WNOHGB or Lakanta, you can try
this play:
Use four planet missions and two space missions. All Fed only. The four
planets are the ones you want to solve and during seed you must see to
get a Space mission into the sixth or seventh slot. (If your opponent
also plays Fed, you can as well use her space missions for it). Place
your outpost near it (best next door), but not directly on. Now seed a
Maman Picard last under that mission.(ensure you have lots of Dilemmas so
you can seed last.) Once you have your WNOHGB or Lakanta you have an
instant, permanent teleporter that boosts your operating range by quite a
few cards! Whatever end your opponent chooses, the wraparound will get
you to where you want to be. Can you say speed advantage?
Good way to reach the outer positions in short time (esp. # 1/2/11/12).
Even better in multi-player or long spaceline games. Try it with a 120
card / 200 point / 12 mission each deck design and then you really