Wesley's STCCG card of the day #311


Hi, folks,

does this card "Ring" a notion with the CCG (here: Magic) veterans among you?

TRUST ME

Q-Event, common QC.
Plays on table until any Q-Flash. Each time you play an Amanda Rogers card (except to nullify a Q icon card), opponent may place two non-artifact cards from outside the game into opponent's own discard pile.
"You can do it, Amanda... close your eyes... remember them."
This is more than good against a counter-deck. Remember: Each Amanda your opponent plays gets two cards of your choosing into your discard pile from where they only wait to be Res-Qed or Palored. So basically your discard pile is turned into a Q's tent. That is, if you have several of these in your Q-continuum and your opponent is nice enough to attempt at least one mission. And, you'll need to play enough cool Interrupts to make your opponent actually use those Amandas. Somehow seems to me like an awful lot of restrictions. But then, what power can you await from these 1/5ths of a card (assuming your opponent hits the Q-Flash with an average of 5 people and you have enough Flashes seeded)?

Okay, so much for using Trust Me as a real strategy. Yep, it might work and if it does, you have a Q's tent that does not stop you from drawing cards and contains far more options than the real one (your entire collection is fair game, and just think 'bout Dream cards), but the probabilities of everything working in your favor are depressingly small.

But even if it works only once, you can exchange a Palor for a card you desperately need. And as that card can come from your entire collection, you'll find something that can save your sorry butt unless the situation is really hopeless to start with.

Yeah, and then there are the certain possibilities gained by combining different games. Unfortunately using Magic cards is out of the question as Land cards cannot legally be played in STCCG and Artifacts (Moxes and the Lotus) are prohibited by Trust Me, so you'll be in real mana trouble. And the Alliances pitch spells do not have any sensible effect in STCCG. But there already was a combo on the 'net involving SWCCG (The key is Juri Juice that lets you activate some Force with which to play other SWCCG cards) and maybe other games will also be linkable (though I don't know another good example from the top of my head...)

Your best bets (apart from playing a fair match) will still be the various Dream Cards floating around on the net.

Okay, final result? The card gives your opponent a choice. Let your Interrupts pass (often not the worst idea, many of them are not that gamebreaking) or give you some extra options. I'd say that's enough for 0.2 cards...


Favorite combo(s):
Ratings for : TRUST ME

Wesley's rating:                7.5
Cole's rating:                  6.5
Data's rating:                  8.2
Drew's rating:                  7.9
Gowron's rating:                6.5
Hal's rating:                   7.5
Jack's rating:                  6.5
Mot's rating:                   6.0
Nanite's rating:                7.0
Nog's rating:                   4.0
Nouwa's rating:                 6.0
Picarde's rating:               6.0
Q's rating:                     6.0
Ranger's rating:                7.0
Rothspar's rating:              6.0
Tebok's rating:                 7.0
Tony's rating:                 10.0
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AVERAGE RATING:                 

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LLAP,

Wesley Crusher
Primary member of the STCCG Players' committee

"A couple of lightyears can't keep good friends apart"