Thursday, September 22, 2011

Good Card, Bad Card #66

This is a bittersweet GCBC this week. After last seasons WCT League Play ended, and leading up to GenCon, I kinda had the feeling that I wasn't going to run another League season. I tried to summon the spirit and give it another try, but after we couldn't pull just 4 players for our season opener I've decided to shut it down. Sadly, the league that started it all is closing up up shop. Not that I'm quitting the game, I've been doing this since the beginning, I ain't going anywhere. But the amount of time I devote to Trek over the last year has diminished a great deal and there's no point in forcing things. Have no fear, I plan on continuing the Good Card, Bad Card series. Unlike 1E, I don't plan on taking all my cards and putting them in the corner and never looking at them again. So since I never got a chance to play my terrible Ferengi Deck, I'm going to take two cards from that affiliation.

Good Card: Kreechta, Prepared for War

Why: I like 'hit and run' ships. The drawback of battle is that you lose a turn attempting missions during the process. The Kreechta is expensive, but you get 9 weapons, so you should have no problem throwing down with any ship. It seems to me that Ferengi are all about the two mission win these days. So I would use the Kreechta to score a quick ten with Call to Arms, then run that 10 into 20 a few times with Ferengi Tradition. After that, a couple of easy missions should win you the game. But what do I know, I suck playing Ferengi.

Bad Card: Krayton, Trade Envoy

Why: I mentioned in the last GCBC that I'm not a fan of cards that require a commander aboard. Too many bad things can happen during a course of a game. And this ships ability only seems good to me early game, when I'm trying to solve a quick space mission (and I have to make a quick trip home and back). There's a good chance I might not have my matching commander out yet. Take away the requirement, and this ability would be fine. And really, if I pitch the 9 cost rule, what the hell am I going to do with 17 range? In 1E that would be awesome, but in 2E it's excessive.

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