Wesley's STCCG card of the day #402
no comments on lags this time except this: "First Contact Demo Tour" ;-)
Okay, now that I set this aside, here's the card:
READY ROOM DOOR
Doorway, uncommon FC.
Once per turn, plays to download to one of your ships its matching
commander (draw no cards this turn) OR to download one Captain's
Order (Captain's Log, Lower Decks, Yellow Alert, Senior Staff Meeting
or any card so marked). After use, discard doorway; place it atop your
draw deck; or place it atop one of your Captain's Order events to
protect that event from nullification.
Sounds harmless enough, but is possibly the most broken card Decipher
ever released for STCCG. And the key to breaking it is in that harmless
"...place it atop your draw deck". This means you can use the Ready
Room Door an infinite number of times and thus can completely choose
whatever you want to get from your deck as long as it can be
retrieved with the Ready Room Door. And through cascaded downloads,
this list is quite long. Via Assign Mission Specialists you can use
the Door to download any two mission specialists - which is the key
to the infamous AMSQ deck. To win with this deck, you just need two
mission specialists and a Ready Room Door in your opening hand (plus
a ship or tent). You get 2 mission specialists right away in the seed
phase from your first AMS. Turn 1 and 2: Discard AMS, Play a mission
specialist, Play Ready Room Door, download AMS, use it to download
two mission specialists. On turn 1, you replace the door on the top of
your deck, on turn 2, you can also replace it (which would be a good
idea if your opponent is using a Q-Flash) or just discard it. On turn
2, solve your outpost mission using a self-seeded Q to nullify all
Dilemmas. On turn 3, play a ship and solve two more missions. But
you can do basically the same deck without Q - just spend 3 or 4 turns
assembling the greatest crew in the Galaxy and then go off solving
missions at leisure. Now all this would be much harder if you needed
to have a Ready Room Door for each download, but through the eternal
recycling of the Door, you can thin your deck so far by just grabbing
mission specialists that the few cards left after you're done with
the Ready Room Door (use it for a Lower Decks or Yellow Alert on the
last time around) will always be exactly what you need.
Defense against this thing? Not many. Subspace Schisms can break the
cycle by killing off the Door when it is redrawn after the first use.
Mission Debriefing can make the AMSQ deck one or two turns slower.
And if you're lucky, you might get an Anti-Time Anomaly out against the
AMSQ player early enough that he can't complete all his missions before
it goes off. But that's guesswork.
Oh, and here's a dream card to illustrate how bad a Ready Room Door is:
Personnel, Fed, universal.
Select two classifications and two skills when reporting. Fulfills
the requirement for one command and one staff star. Does not count
as your card play. Whenever you report Wonderboy, you may look through
your deck and place a Wonderboy on top.
INTEGRITY 15 CUNNING 14 STRENGTH 11.
Sound familiar? No? But this is the net effect of a Ready Room Door
played with Assign Mission Specialists. Seems a tad bit powerful to
- No, no, no. Decipher, please put a fix on this card.
Ratings for : READY ROOM DOOR
Wesley's rating: (N/A, but for power: 12.7)
Allen's rating: 8.0
Cpt. Targ's rating: 7.0
Data's rating: 7.3
Dr. R'Mor's rating: 8.8
EHCCGPP's rating: 8.0
Gowron's rating: 8.4
Hal's rating: 10.0
Locutus' rating: 9.0
Nanite's rating: 9.5
Picarde's rating: 9.2
Ranger's rating: 8.5
Rekar's rating: 9.2
Rothspar's rating: 7.0
Sheskerie's rating: 6.0
Tebok's rating: 9.3
Tony's rating: 9.5
Vox's rating: 8.5
AVERAGE RATING: 8.3
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