Wesley's STCCG card of the day #338


Hi, folks,

now here's the bronze medalist. Another card that, if it were ever made, would force Decipher to find a very small font...

Author:RockoLuvr
3rd place/22 points

MIRROR UNIVERSE DOOR

Doorway, Ultra-Rare
Plays on table any time during your turn. When played, select one ship or away team in play. They are immune to all changes. Call out a number < 7. That number is the number of your full turns that all changes will remain in effect. All personnel and ships are changed as follows: All personnel's integrity numbers become their cunning, their cunning becomes their strength, and their strength becomes their integrity. All personnel with AU icons lose them, and those without gain them. All dual-affiliation personnel become the affiliation not listed on their card. They may choose either skill set to retain while Mirror Universe Door is in play. All ships' weapons and shields numbers are switched. All missions, dilemmas, and artifacts are changed as follows: Any reference to an affiliation (either by text or icons) are changed so that Federation becomes Non-Aligned, Non-Aligned becomes Klingon, Klingon becomes Romulan, and Romulan becomes Federation. Cannot be nullified or closed.
Uh-ouch! This card can heavily screw with everybody's ability to do any missions. First the simple effects. A global Mask of Korgano plus a so-so attribute modifier. Not that much gameplay effect except that Cryo payloads are suddenly misseeds (they no longer have an AU icon) and the Feds are the new prime targets for Firestorms.

Next, the dual affiliation personnel. These are obviously badly screwed as very few players play a three-affiliation deck and they no longer match any of their surrounding affiliations. And with the way the mission affiliations change, Major Rakal and her friends won't even be able to solve any now-Klingon missions (except for Qualor II which now also should be read as "all non-Klingon...") seeded by her player, after all, that player will probably be playing R/F.

But the heaviest problem is the fact that now all missions are off-color for their respective players. Romulans might have the easiest time with their ability to espionage the now-Federation missions, Feds might at least achieve something if they have solid non-aligned support (who hasn't?) but our Klingon friends are absolutely paralyzed (how are they to espionage against Romulans???)

Which leads us to the best application of this card: Drop it into a Romulan Fedspionage deck and play a healthy amount of non-aligned crew (at least 60% of your personnel cards). If your opponent plays Fed, you can solve his now N-A missions, if he's a Rommie too, you can espionage against any mission and if he's a Klingon you have a very easy time stealing his missions. And in any case, unless your opponent also has some Espionage capability, he'll be completely stalled. (Oh, there might be an even better application in the future: Play one of the new affiliations to come. They are unaffected and your oppo- nent is the only one who gets screwed.)

So far so good. Now please somebody tell me how to fit the entire text on a card.


Favorite combo(s):
Ratings for : MIRROR UNIVERSE DOOR

Wesley's rating:                9.0
Allen's rating:                 5.5
Cpt. Stasis' rating:            3.0
Cole's rating:                  8.0
Dave's rating:                  9.9
Drew's rating:                  9.8
Greg's rating:                  9.0
Hal's rating:                  10.0<-- We don't see too many of these
Jack's rating:                  7.5
Jonathan's rating:              6.3
Locutus' rating:                8.0
Mot's rating:                   8.0
Nouwa's rating:                 5.0
Picarde's rating:               7.0
Ranger's rating:                9.0
Tania's rating:                 5.0
Tebok's rating:                 4.0
Tony's rating:                  9.0
-----------------------------------         
AVERAGE RATING:                 7.4

And some more bonus cards:

Author:Justin Kaufman
11th place/15 points

DAMAGED BUT SALVAGEABLE

Interrupt
Play on any ship just damaged or about to be destroyed. That ship is placed in your hand instead of being put in the discard pile. To report that ship again, the outpost must have 2 ENGINEER present.
"After being beamed off the Defiant; Worf asked about the status of the Defiant. He was told it was damaged, but salvageable."

A Palor for ships with the additional ability to get a ship that was damaged at the wrong corner of the galaxy back to your outpost pretty quickly. Not that strong.

Author:The Chris
19th place/3rd round card

MERCHANTS

Event, Common
Play on table. Each player must place a card from their draw deck OR Q's tent face up with MERCHANTS. At the end of every turn that player may buy a card from the MERCHANTS by replacing the chosen card with a card from their hand. Nullified by THE DEVIL (not duplicatable)
"In the 24th century there are still a large number of merchants who sometimes have just what you're looking for, if the right price is paid"

A great idea, but the card tracing involved is pretty heavy and as there are only two (usually soon pretty bad) cards to choose from, there won't be too much of a game effect.


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Wesley Crusher
Rather lordly STCCG Ambassador

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