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Second Edition Design Manager
By The Guardian (Richard New)
 - Second Edition Design Manager
 -  
2E North American Continental Quarter-Finalist 2023
#361304
I knew after doing 1-2 Punch-Up long enough, one of the concepts I have already finished would be used in the actual game. Let’s see how the two versions stack up.

My Version: (off of Rax’Na)
[NA] 2 Rax’Na
Kressari
[Stf]
•Acquisition •Astrometrics •Biology •Science •Treachery
When you play this personnel, until the end of this turn, your [Car] Officer personnel present gains Smuggler.
“Bio-technology, huh? That shouldn’t be too hard. What is it?”
INTEGRITY 4 CUNNING 5 STRENGTH 6

The Continuing Committee’s Version:
[NA] 2 Rax’Na
Kressari
[Stf]
•Astrometrics •Biology •Science •Security •Transporters
Smuggler.
When an opponent’s ship moves to this mission, if this personnel is aboard your staffed ship and you command Smuggling Run, you may place the ship he is aboard at an opponent’s mission.
“If you’ll sign off on the shipment, we’ll be on our way.”
INTEGRITY 4 CUNNING 5 STRENGTH 6
38 V 39

Notes:
Rax’Na came from a cycle of Non-Aligned personnel that each were connected directly to a specific affiliation. Rax’Na to Cardassians. I had a couple of other things to give Smugglers, but not a huge amount. Probably not worth it. Being part of the Smuggling Run engine is probably better. I’m four of five on the skills on this one and spot on with the attributes. Both quotes refer to smuggling, but the CC’s version is better.
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