Wesley's STCCG card of the day #317


Hi, folks,

just for fun, a Q-card again...

DOOR-NET

Q-Event, common QC.
Plays on one of your Doorway cards in play (your choice) until any Q-Flash. Doorway is now closed. May be nullified by Alternate Universe Door OR by showing 2 Diplomacy from your hand during your turn.
"Stay where thou art."
Yet another variation on the Q-Net. This time quite a powerful one, though. In modern STCCG, players do play with doorways or they stand a good chance of losing the game (like 99% or so).

Obviously this card has a lot in common with the Revolving Door. It closes one doorway, and that's a good thing for the opponent of the so affected player. However, this card is much cheaper to play (it does not cost a card play or a slot in the deck), so it does also have some disadvantages to balance it all out. First of all, it's a Q card, so your opponent won't be hit unless he attempts a mission. But as most players are going to do this sooner or later in a game (unless they have a cool (5 points) name like Tebok ;-) ) this is not the worst of limitations. Though you will not be able to count on the effect of this card in the first few turns.

More severe is the limited effect duration (until the next Q-Flash) and, from the same department, the multitude of possibilities to get rid of the Door-Net. Not only do you have the AU door and Kevin Uxbridge as for Revolving Door, you also have the "show 2 Diplomacy" option and the Q-Flash. Of course, you should never use a Q-Flash just to nullify this card, rather use it to nix the next card that would affect you and the Door-Net goes right with it.

Third and worst: The affected player gets to choose which Doorway is going to be closed. And if you run up against players like a certain Wesley Crusher, that player might laugh about Door-Net. Why? In many decks, I only use the AU Door to allow myself to play some of the nasty AU Dilemmas. I don't have a single AU card in my draw deck (or just one or two minor cards), so I can easily live without my AU door for a turn or two. Of course, other players think themselves terribly smart by throwing the Door-Net on their Q-Continuum thinking "it reopens with the next Q-Flash, so I'm not losing anything". Wrong! The Q-Flash will pass without effect and then the Continuum will reopen. However, there's nothing against putting the Door-Net on a Q-Continuum already closed by a misplaced Mortal Q.

And what if you as the affected player really can't find a place for the Door-Net where it doesn't hurt? Redshirt a mission where you suspect (or seeded) a Q-Flash. Cures the Door-Net very fast. In the end, a good effect, but too easy to redirect or nullify.


Favorite combo(s):
Ratings for : DOOR-NET

Wesley's rating:                5.0
Cole's rating:                  4.0
Data's rating:                  8.8
Drew's rating:                  9.7
Gowron's rating:                7.1
Hal's rating:                   4.4
Jack's rating:                  5.8
Mot's rating:                   7.0
Nanite's rating:                6.0
Nog's rating:                   8.0
Nouwa's rating:                 7.0
Picarde's rating:               4.0
Q's rating:                     7.0
Ranger's rating:                4.5
Rothspar's rating:              6.5
Tebok's rating:                 8.5
Tony's rating:                  8.5
----------------------          
AVERAGE RATING:                 6.7

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LLAP,

Wesley Crusher
Primary member of the STCCG Players' committee

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