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Siskoid's Rolodex #177 ... Siskoid ... [5/11/99 06:59]
[Siskoid's Rolodex offers spot reviews of all the cards judging them by their less tangible qualities, searching for the elusive perfect card: their picture/graphics, lore, Trek sense and stockability. Each on 5 points (so on a total of 20). Mondays, I do Premiere. Tuesdays, AU. Wednesdays, Q-Continuum. Thursdays, First Contact. Fridays, DS9. Saturdays, The Dominion. And Sundays, Premium cards. Comments always welcome.]

#177-Devidian Door, Doorway, AU
-Allows you to play a card "from the future". Whether or not you currently have a Devidian Door in your hand, at any time say "Devidian Door" and play (to anywhere) one Personnel or Equipment card from your hand. However, any time during your next turn, you must show opponent a Devidian Door from your hand and place it out-of-play, or you lose the game.

PICTURE: Though I usually buck at anything purple (hate the color, but I do like the Cardassians), this one is pretty good. The opponing in space-time is well-centered and visible, the Devidians have surreal and strange positions (one seems to be waiting for a bus) and the cave setting is competent. Unfortunate that one of those Federation multi-purpose posts (a pattern enhancer) pollutes the picture just behind the aliens though. The composition is a little haphazard, so a 3.5.

LORE: N/A (Score will be adjusted accordingly.)

TREK SENSE: Seemingly lots. This is a great card in that respect. One Personnel or Equipment card can report from the future (your hand) to anywhere in play (the present) and you don't even have to show a Devidian Door at that time. It's only discovered later (in the future from which the personnel came). No wonder it's AU. Not showing the Door (equivalent to not letting Data join the Away Team in "Time's Arrow") may cause a paradox, destroy the universe and make you lose the game. That's a little thin as far as justifications go though. Other problems include the origin of the personnel and no connection to Devidia II. Maybe only letting AU personnel report from the future would have made more Trek Sense? And the mechanics of the thing on the show would seem to send you to the past from the present too, through a permanent though destroyable fixture. None of that is here. Still a superlative idea: a 3.9.

STOCKABILITY: Who needs to stock it? Anybody can play this card without having out it in their decks. Just make sure you score your last points on that turn! Otherwise, it's a risky venture, EVEN if you do have it in hand, to call Devidian Door. If you don't have it and the game continues, you lose. If you do have it and are unable to show it (Scorched Hand, Masaka Transformations, any number of discarder cards) you lose the game. And what did you get out of it? One personnel or Equipment reported directly to any away team or crew or wherever. Not great. Of course, you can use a combination of cards to make it better. Ophidian Cane will allow three personnel to go through the Doorway. Samuel Clemens discards for 10 points if you show the D-Door. End Transmission can extend your deadline. A difficult mechanic for such a simple effect, and no real need to stock it for its best use, the end-of-turn victory. A 2.9.

TOTAL: 13.73 (68.67%) Hey, I love the thing, but I'm trying to be impartial here.

COMPARISON CHART

Adapt: Negate Obstruction - 18.4 (92%)
Blended - 17.4 (87%)
[...]
Anaphasic Organism - 13.9 (69.5%)
Ari - 13.9 (69.5%)
Garak - 13.9 (69.5%)
Access Relay Station - 13.8 (69%)
Countermanda - 13.8 (69%)
Devidian Door - 13.73 (68.67%)
Altovar - 13.7 (68.5%)
Assassin's Blade - 13.7 (68.5%)
Bajoran Interceptor - 13.7 (68.5%)
Vulcan Mindmeld - 13.7 (68.5%)
Acquire Illicit Explosives - 13.6 (68%)
Angry Mob - 13.6 (68%)
Data's Body - 13.6 (68%)
[...]
Zibalian Transport - 7.1 (35.5%)
Door to the Fajo Collection - 3.47 (17.35%)

Siskoid (100 points down the drain)


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