Wesley's STCCG card of the day #350

Hi, folks,

something is really wrong with that subject line. My little threat to skip the issue has generated quite a few submissions and many of them were good. Really, I could publish at least four good "guest issues" from what I got.

So let's restart this from the beginning (and this time correctly):


Sean Caulfield's STCCG card of the day #350

Hi, folks,

seems he chose me to do this:

INVESTIGATE LEGEND

Mission, F/K/R, Planet, Rare QC.
40 Points, Span 4
Youth x3 + (Diplomacy x2 OR Discard 2 Youth)
Cloaks or Decloaks each time points are scored
"Aldea: Verify existence of fabled Utopian planet hidden by powerful cloaking device"
Okay, at first glance it seems like a good mission. Compliment 55-point behemoth Hunt for DNA Program or 60-point Diplomatic Conference, and you've got yourself a two-mission deck. Great for an all planet deck speed deck.

It's also easy to complete. Throw in 3 STA's and boom - you've got yourself 40 points. Or toss in ole baldy (Picard) and Wesley, Lal, and Rager (Or Robin Lefer for the theme deck department:-).). The Rommies shouldn't have too hard of a time either: Sela, D'Tan, Nick Locarno, and perhaps Marouk, or some other diplomat. The Klingons might have a harder time, but how about Dathon, Divok, Kareen Brianon, and a STA? So far so good.

Now comes the bad news, and there's a lot of it. The first is very obvious: it's triple affiliation, which means your opponent could steal it. Probably wouldn't have been feasible except for those d*ng STA's, so it's possible.

The second one is not quite as obvious, but it's a major dinger: the cloaking stuff. Best case scenario, you beam down, complete it and get stuck when it cloaks. Solution: use an Iconian Gateway. But that's very vulnerable to Revolving Door, Kevin, and now Wrong Door. And plus, it'll waste letting you seed and artifact there.

The second worst case scenario: the mission is cloaked and you can't beam down. Easy solution: do another mission. Or better yet, do something "Cool" :-).

Worst case scenario: you get stopped attempting the mission. If you've got some of your better people down there, you're in deep manure. Your opponent can stall you there by scoring points twice or not scoring at all. The best you could do is attempt another mission with what you got left or do something "Cool", though it may not feel so "cool" at the time. This is the main dinger.

The least obvious downside is in the points (Yes, the points!). Think about it this way: 40 points may sound good, but it's not quite as big of a blessing as you may think. Unless you play with another 50+ point mission, you're still going to have to do two other missions to win, so why not just stick to 35ers, which require a whole lot less. In summary, it's a looks-good-on-the-surface-but-not-so-hot-when-you-really-look-at-it type of card :-). If you come prepared, it might be helpful, but you pretty much got to design your deck around it.


Favorite combos:
And since I'm doing a guest review, don't I get a guest appearance rating?

Ratings for : INVESTIGATE LEGEND

Sean Caulfield's rating:        6.0
Wesley's rating:                6.2
Allen's rating:                 6.9
Cole's rating:                  4.5
Cpt. Stasis' rating:            8.0
Data's rating:                  8.1
Drew's rating:                  5.3
Gowron's rating:                8.0
Hal's rating:                   4.8
Jack's rating:                  6.8
Locutus' rating:                7.0
Mot's rating:                   7.0
Nanite's rating:                8.9
Nog's rating:                   7.0
Nouwa's rating:                 6.0
Picarde's rating:               6.5
Q's rating:                     7.0
Rothspar's rating:              4.0
Tania's rating:                 6.0
Tebok's rating:                 6.3
Tony's rating:                  8.0
----------------------          
AVERAGE RATING:                 6.6

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LLAP,

Wesley Crusher
Temporarily immortal STCCG Lord

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