Is Star Trek, there are many, many artifacts with only one thing in
common: their rarity. Many of them are so good that they are
irresistible in an average deck. Most people run into the same dilemma:
which artifact is the best one for a certain deck?
The Betazoid Gift Box is probably the
most versatile for the mission solver deck. This is like a Kivas
Fajo where the player gets to choose the cards! And it cannot be
countered at this time! Any normal mission solver deck should have
one of these, or else the orb.
The Orb of Prophecy and Change is as useful
as the Betazoid Gift Box. Being able to select the cards you get
from the top of the deck gives this card great versatility. If there
is a ship there, and you already have enough ships, put it at the bottom.
If you really need a personnel, and an interrupt is on the top, insert
it about 5 below the top. The strategies are endless! Unfortunately
this card only comes in the Anthology and is coveted by many. Good
luck getting your hands on this one.
Hor'ghn: Outlawed by most house rules,
this card causes mass chaos for the opponent. Most people who still
allow it hoard Jamaharagons in their deck. This card is way too powerful
and should be banned from all tourney play. This translates into:
USE IT USE IT USE IT! ;-)
Kurlan Nasicose: This card is very
vulnerable to Kevin Uxbridge, but if you can keep it alive, and are playing
Klingon/Romulan, an entire borg ship can be defeated. Or even
meaner... the opponent's outpost can be devastated or the main ship can
be destroyed with all personnel left stranded on a planet. Unfortunately
the 7 classification requirement makes it tough for anyone but the Klingons
and the Federation. The Klingons have plenty of dual classifications
and the Federation has plenty of each classification. The Federation,
though, can't attack and can only use the Nasicose for borg hunting.
They don't have any 9 weaponed ships either, so this artifact is mainly
useful for Klingon Players and skilled Romulans.
Tox Utak: This artifact causes immense
destruction. It can get 45 points by destroying a Borg ship.
It can nuke the opponent's outpost. The main problem is that it takes
2 turns to do this, and also 2 cards: 1 in the draw deck, and one artifact.
If this nearly-impossible requirement is achieved, then a single Kevin
Uxbridge could destroy either event! Use this only in an interrupt
heavy deck that is designed to frustrate the opponent and make him/her
mad!
Varontee Disruptor: The doubling
of strength will be very effective when First Contact comes out, but usually,
this artifact is only as good as a disruptor because of the lack of strength
dilemmas. This artifact is helpful for Federation, but is
worse than most other choices for Artifacts.
Orphidian Cane: Though this card
allows the transport of 3 pieces of equipment through a Devidian door.
That is useful except that when attempting a mission, most likely one has
exhaused all cards in their hand.
Mona Lisa: This card is useful against
an attack deck. But if your ship/outpost is destroyed, the opponent
will most likely have enough time to pass all missions with leisure.
Use this as a preventor for super-novas.
Blade of Tkon: If timed right, this
card has no end for uses. You could teleport the opponent's planet
(and the ships around it) right in front of a Borg ship! You could
put their outpost at the end of the spaceline where all missions are passed.
You could put their ship right next to your fleet! The possibilities
are endless. This card requires good timing and creativity to use
right.
Canar: This card can be used to make sure
one powerful person can never join with the main away team. Not too
useful because usually all the people are together on a location.
Data's Head: Very useful for a Borg
Hunting deck, but not usually much good. The range is helpful, but
a Plasmadyne would usually be good enough.
Cryosatilite: This card is good
for an all space deck. Space Dilemmas do not do much damage at an
outpost (except for Outpost Raid), so this is usually a safe, and unexpected)
way to put an artifact.
Iconian Gateway: This is a very
dangerous, but profitable card. It can be used to attempt the last
mission, but the greatest combination is this card with the Enterprise-C
or else the T'Ong. The crew can "beam" to the farthest mission, then
pass it and fly on the Enterprise C (or the T'Ong if it is at the end of
the spaceline). Unfortunately both would have 5 range (and the Enterprise
C would only take 1 hit to destroy). Many people have gotten stranded
on a strange planet.
Receptacle Stones: Do not use this
card unless attacked by the borg. This card has almost no use except
a voluntary borg attack to destroy the opponents ship. It is almost
never used correctly, but if it is, it becomes a very powerful card.
Ressikan Flute: This card is not
cumalative each turn, so it is very weak. Do not play this card unless
the theme of the deck is music itself.
Samuel Clemen's Pocketwatch:
A use for this card is rare. Use at your discretion.
Interphase Generator: Used soley for the
mission Pegusis Search. If you have this artifact, Pegasis Search
may get you the points needed to win. This artifact is rarely used
and rarely seen.
Time Travel Pod: This card is similar
to a temporal rift except that it can be used to pass the "Investigate
Time Disturbance" mission. Fairly useful.
Thought Maker: It is pretty powerful.
Normally one cannot do very much in ten seconds, but if the opponent has
no ships out, this card can make it very hard for them. Experience
is the key to using this card effectively.
Vulcan Stone of Gol: Use Humuhumunukunukuap'aua
and this card to really kill some neutral personnel. Not generally
too effective.
The main cards that should be used are Horghn, Kurlan Nasicose, the
Orb or Prophecy and Change, and Betazoid Gift Box. Choose correctly,
and the win could be yours.
Why Phasers and Disruptors
could become the best cards in the deck.
The new rules of First Contact specifiy that each personnel faces off one-on-one
with another personnel to deturmine a stun or kill. The extra two
strength is often the difference between a loss and a win. Most personnel
range from 6 to 8 strength. A simple addition of 2 strength could
radically change the number of personnel who are disabled. A person
with 6 strength and a phaser vs a person with 8 strength would result in
a draw, giving the player with the phaser a big advantage in the final
result. Phasers are also good against dilemmas such as Outpost Raid
and Nausicaans. People like Tasha Yar--Alternate and Kahlest, who
add 2 strength to most personnelm will become mainstays in most decks.
The borg will most likely invade ships at every chance and attempt to assimilate
anything in their path. Even though they can't attack, the borg assimilate,
and will almost always have such an objective. Hopefully the borg
don't adapt (subtract 1 from phaser's effect each time one is used in battle,
possibly)
Because People can beam through Borg Shields, the races could decimate
the collective in one on one battles with the phasers.
Unfortunately all of these strategies rely on the Borg being present
in the game. The Cards haven't been released and the rules generally
depend on the cards. With time, however, the borg cards will be common
knowledge and the strategies will be clear. For now, hold on to those
Tashas, and dust off those Kahlests for the Borg
are Coming!
Resistance is NOT futile!
"They Invade our space... we fall back... they assimilate entire
worlds... we fall back. THE LINE MUST BE DRAWN HERE... THIS
FAR NO FURTHER!" -- Picard
The borg will come, and with them, a challenge to the superiority of the
Federation, the prowess of the Klingons, and the slyness of the Romulans.
Resistance, however, is not futile. Any of the races can modify their
deck to counter the Borg Threat!
Phasers should be stocked in both Q's tent and the deck. Tasha
Yar--Alternate should be on every security console. Kahlest should
be operating every medical bay, and Galathon should lead each mission.
Strength is of the utmost importance in the battle of the Borg. Without
strength they will assimilate the ships. Without ships mission will
not be passed, and without missions, the game is lost. The key comes
in Personnel strength. Another important aspect is ship strength.
Perhaps Hugh will counter the Borg Cube's attack. Perhaps not.
Anti-Matter Spreads could become the new card in every deck. Kurlan
Nasicose could be the new Super-Artifact. Ships with 9 Weapons and
8 shields with Kurlan Nasicose could become the most popluar ships!
Make sure to have ships with a cloak, or the borg will never falter.
If a Romulan or Klingon (or Future Enterprise) can Slip by the borg, then
another mission may be passed. Of course, an unlucky "La Forge Maneuver"
could destroy this plan.
Battle will not be the only modification that comes with First Contact.
Personnel should be altered to pass dilemmas and missions. With the
new dilemma that has been released (Lack of Preparation), players will
not be able to red shirt any more. Crews will need to be prepared
to face any dilemma without the worry that they will be overcome because
of no redshirts.
Of course cards with downloading ability could be helpful during a
mission attempt (if I read "ANY TIME" right). If the Nausicaans attack,
just use Tasha's Download ability and grab a phaser. If a mission
is just out of your personnel's grasp, just use Miles Obrian's Download
Icon to get Near Warp Transport. The possibilities are endless.
With first contact also comes Mission specialists. Many cards
have but one skill (read Kromm) and are very weak. Now they are defined
as mission specialists, and may be affected by certain cards in the future.
Maybe Klingons will play with Kromm, maybe Barclay will be the best card
in the entire Premier edition. Maybe MOT WILL DEFINE "Ultra Rare"
because of his strange mission speciality. If Decipher made the mission
specialist rules correctly, the entire fabric of the game (and decks) will
alter!
First Contact brings with it dozens of strategies, possibilities, and
changes. Will your deck adapt, or will it be assimilated?
Klingon Korner
INTERRUPT
SUCCESS!
When threatened, fight. When in doubt,
surprise them. Brute strength is not the
most important asset in a fight. Real
power is in the heart. A Klingon does
not run away from his battles.
If an opponent attacks you, during that
battle your Klingons with Honor add
INTEGRITY to STRENGTH. (Not
cumulative.)
This card has promise for battles. Klingons will undoubtedly
face the borg, and this card could turn a bloody defeat into a narrow victory.
Most Klingons have high integrity. Therefore, this will nearly double
the strength, making it possible to mortally wound some personnel and perhaps
win the battle. This card, while not fit for current decks, will
possibly aid the Klingons to a great extent agains the BORG!
Rating 4/10 Now
Rating 8.5/10 AFTER FIRST CONTACT
Neutral Ratings
Spot (Neutral)
ANIMAL
"Once owned a pet Soong Type Android named
Lt Cmdr Data"
Once per turn may pounce on a member of an
opposing away team present (disabling for rest of turn). Stopped.
Spot may be killed nine times (each time
Spot is stopped).
6/4/0
Spot is really quite Powerful. She may redshirt nine times
(as long as she has a partner of an affiliation) and she may also disable
the most powerful personnel with her pouncing ability. She is useful
in any red-shirting based deck.
Rating 9/10
Borg Battle
Locutus Of Borg
[All 3 Borg Icons]
OFFICER, Diplomacy x2, Leadership,
Honor, Navigation, Archeology, Music, +0/+4/+4 against federation ships.
9/8/9
This card is exactly what one would get if one assimilated John
Luc Picard and turned him into a counterpart. This allows for easy
assimilation of the Federation Homeworld. This card could be very
powerful in the Borg Race against the Federation. Too bad we don't
know more about the Borg.
Rating 10/10