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Major Rakal's Romulan Review #60: Alternate Universe Door & Space Time Portal (10/05/1998) |
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Aefvadh! Since the Alternate Universe expansion released with the very first Doorway card, the seeded Alternate Universe Door has been a staple in most decks, because until recently it was required if you wanted to use any Alternate Universe [AU] icon cards at all. Even if you weren't interested in a deck heavy with [AU] personnel and ships, most players wanted to make use of cards like Major Rakal, Tasha Yar-Alternate, K’chiQ, Lakanta, Devidian Door, Frame of Mind and Thought Fire. Unless you were willing to completely do without these cards, you needed an Alternate Universe Door. The recent release of the Official Tournament Sealed Deck gave us another choice - an alternate Alternate Universe Door, so to speak. Each has advantages and disadvantages, and you can even use both. So consider how you want to bring your [AU] cards into this universe, through Doorway #1... ALTERNATE UNIVERSE DOOR
...or Doorway #2... SPACE-TIME PORTAL
The first notable difference is in how the doorways come into play for their various functions. The Alternate Universe Door (AU Door) may only enter play on the table (to enable seeding or playing of [AU] cards) by seeding; you may not play it from your hand to the table. Its "stock in deck and play" functions all involve playing the card directly from your hand. The Space-Time Portal (STP), on the other hand, may be seeded or played on the table, and either way, it both allows [AU] cards to seed and play and enables a variety of secondary functions that are triggered by discarding the doorway from the table. Seed several, and you can use several of the functions during your game without ever having to worry about drawing an STP when you need it. The second big difference is the number of each doorway that you may have on the table. You may only seed one AU Door, and because that is the only way it gets on the table, you may lose your ability to play [AU] cards if it gets closed and you cannot reopen it - there is no way to play another for that function. But the STP has no such restriction. You may seed any number of STPs, within normal seed card limits. If one is closed, another may still allow [AU] cards to play. Your second one need not even be seeded, because you may freely play it from your hand to the table, on your own turn. How many [AU] cards can you play each turn? The AU Door allows your [AU] cards to enter play without limits (other than the normal limits on number of cards you may play per turn). So, for example, you could play the Decius, Commander Tomalak and Lakanta under Red Alert!, as well as several Brain Drains or Dead in Beds, on a single turn. The STP allows only one [AU] card per turn, so if you report the Decius, you cannot play a Brain Drain later in your turn. (Cards are seeded "one per turn" by definition - you and your opponent takes turns placing seed cards - so either card allows seeding of multiple [AU] dilemmas, artifacts, Cryosatellite personnel etc.) What if you have both doorways in play? You can play whatever is allowed by the most liberal card - the AU Door. It's important to note that the STP does not restrict you to one [AU] card per turn. The general rule, in fact, is that you cannot play [AU] cards at all - unless you have a card that lets you play them. So rather than restricting your card plays, each doorway gives you permission to play [AU] cards, one for one card per turn, the other for as many as you can legally play. The "play" and "discard" functions of the two doorways are quite different. The AU Door is limited to nullifying three specific cards, and allowing a ship to pass a Q-Net without Diplomacy aboard. Useful (especially the Temporal Rift nullification, because unlike Amanda Rogers it works later than "just played," and because the AU Door returns to your hand so you never "use it up"), but limited, and because it is a doorway, you may only play it on your own turn. While you would never be trying to pass a Q-Net anytime but your own turn, it means that if your opponent Temporal Rifts your "opposing ship in the Neutral Zone" during his turn, he can now complete Patrol Neutral Zone, while you are unable to nullify the Rift until your turn (unless you have an Amanda Rogers handy, of course). The STP, on the other hand, really shines here. Not only does it have five possible functions, some very useful, but the text "at any time" means you can discard an STP from the table even during your opponent's turn (between other actions, or as a valid response to an action). Let's look at those functions:
So, which doorway will you choose? You don't have to choose; if you can afford the seed slots, seeding both an AU Door and one or more STPs could provide you with tremendous flexibility. But if you want to be selective, consider your [AU] card usage carefully. If your [AU] needs are confined to dilemmas and artifacts, go for an STP; the multiple-[AU] card playing ability of the AU Door will be wasted. If you use only a few [AU] personnel, rarely bother with Red Alert!, and don't use [AU] interrupts, then an STP may still be adequate to report your Major Rakal or K'chiQ. But if your whole deck is built around [AU] cards and you want to use Red Alert! (or make use of your opponent's Red Alert! via Mirror Image or Spacedoor), to be safe you will probably want the old standby AU Door. The Major's Combos:
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