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Card Extra

Zayra from Evan Lorentz (01/1999)

See picture of Zayra.

 

Zayra reinforces a number of skills the Bajorans were running low on. His Treachery is perfect for joining up with the seedier Bajorans for a deck based on missions like Relocate Settlers and Search for Weapons, and works well in Espionage on Cardassian decks. His Transporter Skill gives you an alternative to Anara for Deliver Supplies and Dropping In strategies. As a CIVILIAN, he fits nicely into The Emissary Colony deck. And his Archeaology is more important than ever with Uncover DNA Clues (and Hunt for DNA Program).

But all this is just extra on top of Zayra's strongest ability, his special skill to use Hate Crimes as interrupts. Hate Crime was already a subtle but surprisingly strong dilemma, particularly against the Federation. Now you can set back your opponent's efforts to solve missions even more by using Hate Crime "interrupts" to affect even more personnel... or if you can arrange it (perhaps with help from Croden’s Key or Open Diplomatic Relations), the same personnel over many turns, without waiting for them to attempt missions.

Combos:

  • Zayra + Regenerate + Hate Crime: You don't even have to stock Hate Crime in your deck - if a seeded copy of it finds its way back to your hand after a Regenerate, however, you'll be able to use it.
  • Zayra + Crisis + Hate Crime: Crisis is one of several dilemmas likely to stop your opponent's mission attempt before it is complete. That gives you a chance to move in, beam down Zayra, and lock up a critical personnel with a Hate Crime.

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