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Card Extra Wrong Door from Kathy McCracken (03/31/2000) |
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The second use of this multi-function interrupt gets most of the attention, but all three uses deserve a close look. First, you can use it to unhinge your opponent's Iconian Gateway strategy. The Gateway sounds like a good deal: earn one at your first planet mission, play it on the planet next turn and then let everyone step through to another planet. No ship to be Rogue Borged or Temporal Rifted. But it's a one-way trip, so emerging on the wrong planet can be disastrous. At the least, the Away Team may be stranded on an unattemptable mission. At the worst, they may end up in the midst of a horde of bloodthirsty Jem'Hadar, or even in stasis on Qualor II. Next up is the most often-used function, nullifying a Q’s Tent played from the hand. A Computer Crash will keep you out of your Tent, but it's just a delay - your Q's Tent goes back to your hand to be played later. Nullify it with a Wrong Door and it goes to the discard pile instead, and you still can't play another this turn. Finally, you can move a Revolving Door from one doorway to another. If your opponent has closed your Tent, you can reopen it and close his with one interrupt play. Or perhaps it would go better on his Transwarp Network Gateway, or that Black Hole that's been slurping up your missions. With so many critical doorways in play, you're sure to find a better place for a Revolving Door than where your opponent put it to start with. Combos:
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