Wesley's STCCG card of the day #318


Hi, folks,

those among you who have recently frequented Jonathan's chat room might know I love to name this card when a certain Lt. Hawk is there... (see, it's so easy to achieve COTD fame ;-) ) ... a certain Hawk who always uses Iconian Gateways! And just for him, here's the cure:

WRONG DOOR

Interrupt, rare QC.
If opponent just used Iconian Gateway, redirect the exit to another planet OR Nullifies one Q's Tent played from hand OR Move Revolving Door to a different doorway.
"Jean-Luc Picard had intended to step through an Iconian Gateway to the U.S.S. Enterprise, but lack of time forced him to settle for a nearby Romulan Warbird instead."
Somehow I would have liked a different title for this card... like "Oops!". But Wrong Door just fits the effect. And once again we have one of those OR-laden interrupts with several highly specialized functions. Unfortunately all three depend on your opponent doing something, so there's not much you can do when your opponent is not cooperative enough to do any of the things named on the card (Unless you want to move your own Revolving Door just in case you slapped it on the wrong doorway, but in this case, you should maybe reconsider your strategy for the next game anyway).

Use 1: Cause a lot of trouble for an opponent who thinks Iconian Gateway is a great idea. There are not many better feelings in STCCG than sending an entire bridge crew to Qualor II, especially if that Bridge Crew is your opponent's ;-). Just too bad there aren't that many people playing the Iconian Gateway, otherwise it might be real fun. Still, any time you get to send your opponent's core crew to a distant planet beyond rescue is a good time.

BTW: Works great in a Romulan deck with a high percentage of non-aligned crew as you can not only seed but even solve Qualor II.

Counter-strategy: Who says you have to move your entire crew at once? Just announce one transport after the other. Gives your opponent a little more choice for a Barclay's Transporter Phobia, but you'll at worst lose one to the Wrong Door. (And if you fear both Gateway counters, move two cards at a time - a good one and a crappier one. Only a 50% chance for your opponent to hit something good and still you're pretty safe from a massive Wrong Door strike.

Use 2: Nullify a Q's Tent played from hand. About the same effect as a Subspace Schisms, only more predictable. Deny your opponent a great card draw. As most serious decks will have a tent, this is almost always a fallback strategy if you can't use the anti-Gateway function of the Door. But even on its own, this use is pretty good, especially as doorways played from your hand cannot be countered that easily.

Use 3: The ultimate Revolving Door counter. Not just that you get rid of the Revolving Door on your Doorway, you can also place it on your opponent's. And that's something that hurts. Too bad so few opponents use Revolving Door (har, har).

Net result: As one of the conditions (#2) is pretty common, this card might even be useful in a main deck. But even if not, a good tent card for sure.


Favorite combo(s):
Ratings for : WRONG DOOR

Wesley's rating:                7.5
Cole's rating:                  6.5
Data's rating:                  7.9
Drew's rating:                  8.7
Gowron's rating:                8.3
Hal's rating:                   6.7
Jack's rating:                  4.9
Mot's rating:                   7.0
Nanite's rating:                ---
Nog's rating:                   8.5
Nouwa's rating:                 6.5
Picarde's rating:               8.0
Q's rating:                     7.0
Ranger's rating:                8.7
Rothspar's rating:              6.0
Tebok's rating:                 8.0
Tony's rating:                  7.5
----------------------          
AVERAGE RATING:                 7.3

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LLAP,

Wesley Crusher
Primary member of the STCCG Players' committee

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