now that I'm back from unexplored areas of the STCCG world, let's chart some unexplored card territory (oh, and dear Tebok, if you ever again spread that kind of rumor that a certain card was as of yet unreviewed...)
So what does ?
(1) the basic strategy - throw this card into your Q-Continuum and stock 3 good Dilemmas in your tent. Basically your opponent will now have to solve at least one, often two missions to win. Perfect against decks that are built to quickly reach 100 and then run out of steam. More often than not can you stall those and then use your slower deck to catch up and win. But if you play a fast deck, you might wind up hurting yourself more than your opponent.
(2) Q's gift - Hey, this is a planet location, so who says you cannot play an Artifact under it ? You definitely don't need to care about the stuff your opponent threw under your missions and if he has no tent or you can close it, you are in great shape for a very cheap Artifact. Say Betazoid Gift Box ! BTW, the three most used combos for the planet are (a) Security Precautions + Chinese Finger Puzzle, (b) Sheliak + Q and (c) Alien Parasites + Yuta + Barclay. Cure against all three: Beam down Lal plus one STA, then move your ship away and attempt with the STA. (a) stops her for one full turn, (b) you do have a Q2, don't you ? and (c), just let him have the STA - he can either stop him or leave him sitting there. And even if you get burned in the (b) case, you still have Lal to solve on the same turn, even if it takes you a few turns to move your ship back. That is, if you even want that and don't just leave Lal there (usually the better choice).
(3) Colonization - hey, what better place for a Colony than a Q's Planet where some well-meaning immortal already set the stage for you by marking the building site with a Horga'hn ? Oh, you fear some Dilemmas ? What's that Revolving Door card doing in your hand, eh ?
(4) Even better Colonization - you get to seed three cards. So seed Frame of Mind
and Sarjenka, then send Tokath to attempt. He's now non-aligned and ready to start
a family with Gi'Ral. Oh, if some of the kids can uncover that Horga'hn later, even
better, but then you don't vitally need it, it just adds to the fun...
So far for using the planet. Now what about defence against these rather powerful
speed strategies ? A good Dilemma combo in your tent.
(a) Security Precautions + Chinese Finger Puzzle... Who plays with a Phaser, a Disruptor, Jenice Manheim or 3 Security ? Okay, they might have an android, but that stops them for some time. Oh, add Alien Parasites at the end for extra fun - when he redshirts a second STA, look out for any unique on his ship and get that Artifact yourself.
(b) Sheliak + Q... the standard planet killer, here you know it will work. Add a Yuta in the middle to eliminate a leader if he looks as if having enough for the Q. Oh, and if he redshirts, don't forget to name a rather improbable Yuta number. 42 will do ;-)
(c) Alien Parasites plus killers... This can be highly rude. AP the away team, use the killers to get rid of all but one unique, then complete.
(d) Shaka + Zaldan... Not only do you get to kill some vital personnel, you also have two walls unless he brings an Exobiologist or redshirts Wesley (but which sane player would do that ? What do I hear ? You ? BLAM So anybody ELSE ?)
Wesley's rating: 7.7 Allen's rating: 9.0 Cpt. Stasis' rating: 8.5 Cpt. Targ's rating: 9.0 Dr. R'Mor's rating: 8.1 EHCCGPP's rating: 8.0 Gowron's rating: 9.9 Hal's rating: 6.8 Locutus' rating: 8.5 Mot's rating: 7.5 Picarde's rating: 7.0 Ranger's rating: 9.0 Rothspar's rating: 8.5 Sirol's rating: 9.5 Tebok's rating: 8.0 Tony's rating: 7.0 Vox's rating: 7.0 ---------------------- AVERAGE RATING: 8.2
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