now that the #300 hype is over (did ya like it?) I can take my time to get at those cards that pose a little more difficulty evaluating. Namely the two QC doorways. (For those of you yelling "It's Classic time" - I am in a serious shortage of ratings and most raters obviously didn't even see the request at the bottom of #300 part 2, so I'll present these two without ratings and resume the Classics with #303...)
Here's the first:
Now let's put the five cards into the tent instead. You now draw two Q's Tent instead of the Nova and the ATA. Two Doorways you can as well exchange for a Traveler and a Red Alert (discarding them). Bingo. And when you later draw more tents, you get your Nova or whatever. Almost as good as stocking your deck.
But nothing comes without a price: Each Q's tent card costs you two card draws, one to draw the Doorway and one more as you lose that turn's draw. And if you have the Traveler out, you even lose three cards for the one you retrieved (you draw no cards, not one less card). So don't exaggerate the Tentmania. If you put 13 important cards from your main deck into the Tent and replace them with 13 Tents, you'll never get to draw normally. Unless of course, you have an unbeatable strategy that relies on only 13 cards drawn in a certain order. In this case play a draw deck of nothing but Q'S Tent and you'll always get your combos.
But the regular play style will be about 4-5 tents in your draw deck with a similar number of vital cards in the tent. The rest will then be specific cards like Incoming Messages or the Devil. If you have room, you can also stock a Dilemma or two and retrieve them for free when a Q's planet is played. And just so you get an impression, I made a tent for The Wrath of Wesley (deck listing available on the Decipher site under Cool Stuff - Decks). Number of tents in draw deck: 5.
Cards taken out of the deck: Red Alert, The Traveler, Destroy Garbage Scow, Goddess of Empathy, Distortion of S/T continuum. These five go into the tent (2 early-game cards, 3 late-game cards!)
Add the following:
13 cards and you'll most probably agree that depending on the way the game runs you'd only want to see a few of them at any certain time. A last tip: Always retrieve by choice unless you make a crew tent (place your entire crew in the tent and start drawing them one by one, regardless of the order. Add a few tents and lots of nasty events and interrupts to your draw deck. Might work in a stall deck, too slow for everything else. And when you reread older COTDs and stumble upon the word "sideboard", this should read "Q's tent" now...
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