|
|
|
|
|
|
||
|
Card Extra Deactivation from Neil Kirby (01/1998) |
||
|
Another FC card with an array of "or's", but one with a variety of interesting uses that should find a lot of play, possibly becoming a staple in many decks, eh Sirna? Let's have a look at its uses... First up is (IMO) possibly the least valuable... nullifies Auto-Destruct Sequence (unless Fractal Encryption Code present). With the Borg attempting to assimilate starships left, right and centre, it becomes a bit more useful to destroy your ships, but it's still a rather rare occurrence in my somewhat limited experience, so it's ok but hardly spectacular. Second is nullifies Red Alert or Static Warp Bubble. Now we're talking! These cards already have their own specific counters in addition to the general Kevin Uxbridge route, but one card that can get rid of both of these annoying cards (annoying when played by your opponent at least) is really handy. What's more Deactivation is an Interrupt, so doesn't cost you that precious card play on your turn, and is immune to The Line Must Be Drawn Here. Better and better. Third is the ability to erase an away team of holographic personnel. Erase, note, not merely deactivate. Now here I could get a bit upset as I'm rather fond of using holograms as red-shirts, so another card that hits that strategy isn't good news. But it certainly should make us think twice about holo-exploitation so I'll be noble and say it's good for the game. Lastly are those two words at the end of the card - "Captain's Order". Aah, sweet. No more sweating when your opponent pops out his Red Alert because your Tent's closed and you don't know if Kevin Uxbridge is going to show up on time. Smile sweetly, play your Ready Room Door, and then slowly rummage through your draw deck for Deactivation, savouring the moment. Your Armada will be running a little late tonight I'm afraid, my friend. Deactivation - versatile and common. Don't leave spacedock without it! |
||