I started a thread titled "Good Card, Bad Card " on trekcc.org a few months back. So the first 10 I wanted to archive here and then continue the articles in a blog format, and dusting off the old Ruling New Jersey articles and giving them a go again.
Here's #1.......
Here's #1.......
Good Card: Instigate Dissension
Why: Problem, people using Brunt for sneaky event destruction. This card was an excellent solution. But, it also remains useable in every dilemma pile. This is key in 2E. 'Magic bullets' (cards to counteract a popular strategy) in 1E were straight and to the point, you could get away with that with cards. You can't do that in 2E (well, because you should never get to that point), so the card needs to be a solid overall card. 4 cost for 2 stops is a fair deal. Add on top of that, it makes for the best dilemma used in a No-Win Situation deck.
Why: Problem, people using Brunt for sneaky event destruction. This card was an excellent solution. But, it also remains useable in every dilemma pile. This is key in 2E. 'Magic bullets' (cards to counteract a popular strategy) in 1E were straight and to the point, you could get away with that with cards. You can't do that in 2E (well, because you should never get to that point), so the card needs to be a solid overall card. 4 cost for 2 stops is a fair deal. Add on top of that, it makes for the best dilemma used in a No-Win Situation deck.
Bad Card: Ruling Council
Why: I know, I've made my hatred for this card clear the past two months, so this won't be just a pure rant. In a nutshell, it's the 2E version of the 1E card 'Distortion of the Space/Time Continuum'. If you played 1E you know that's not a good thing. Problem, Terok Nor sucks. But giving them a super powerful 1E card wasn't the answer.
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