Thursday, September 15, 2011

Good Card, Bad Card #65

So last week we went 'old school' and had a couple of cards from back in the day. This week we go 'new school' and take a couple of cards from Tacking into the Wind. Each time I say that  name a want to cry. Seriously, it's the worst name of any Trek set ever. Terrible, but I like the set. If I have to trade a terrible name to get a good set I'm willing to do that. This set finally gave people some cards they've been clamoring to get. The Enterprise-B finally makes a 2E appearance. We also got the Starship Defiant. This set focused on ships, and that was a solid idea. Ships are one of the coolest parts of the game. The trick is to make a cool ship without putting a wall of text on it. Remember the Queen's Diamond ship, or whatever it's called? That's why it was a "bad card". Sadly, we still get another 'team', this time Cardassians. I haven't seen it in action yet so I can't judge, but just from looking at them I can tell I won't be a fan. It's involves a new Kira, so I'm going to be a hater right from the door.
On the way back from GenCon I got an epiphany. A new format called Ferengi Fight Club (you can find the rules on the trek.cc boards). I kinda regret it already. Not because the format will suck, in fact I think it's going to be awesome. But after trying to make Ferengi decks for the last month I've realized I'm no good at it. I'm going to be in for world of pain this Sunday. But I should have at least have some fun doing it. I didn't play Dabo!, now I wish I made a deck with it. I hope somebody does.

Good Card: Duty Schedule

Why: I like 'hammers', cards that punish players. This is a great hammer for punishing players who use ships with one staffing icon. All those Non-aligned ships with one gold star can get you into trouble now. My only complaint is that it should cost one. When I suggest 'hammers' to Charlie, at GenCon or when I harass him in text messages, I'm extreme with them. Most of the time he's the voice of moderation, where I'm looking to really shut down abusive strategies. The only time I've seen a big 'hammer' is Transport Crash Survivors. But at least this dilemma is might make someone think twice. The only drawback is that it cost more than 1 and doesn't require a skill.

Bad Card: Executive Commission

Why: I'm not a fan of most cards that require a matching commander aboard a ship as a cost. Bad things can happen during a game and you can find yourself without your captain. If it's a big reward, like Deploy the Fleet, then maybe, since that's a game changer. But this card is as bad as Salvaging the Wreckage. Sure, this one is cheaper, but I could find myself unable to play it. And I never understood what putting a couple of dudes on the bottom of my deck is going to do for me later. If I'm in that bad of shape I'm probably going to lose the game anyway. And the worst part is, all my opponent has to do is play Greasy Dukat and rape my discard pile to make it a useless card. I'll stick with In the Mirror, Darkly if I'm going to play a 'reboot' card.   

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