I voted for concept A, because I feel it is the most innovative concept. To the best of my knowledge, we have had no cards which benefit a player for putting their personnel in an opponent's brig. I think this concept would also provide an interesting dynamic with capture decks. On the one hand you want personnel in your opponent's brig, but then again, your opponent also wants your personnel in his or her brig. It could, in the end, help struggling capture decks, since they could focus more counters on taking advantage of the captives you so conveniently provided. Also, I believe this concept could be an interesting new strategy, rather than just a single card. Choosing this concept could allow the community a greater amount of influence on the future than a one-off card.
Now for why I did not choose some other concepts:
B: Controlling the Station
Although I agree this concept would fit thematically, I hold concerns about getting benefits from personnel at your headquarters. I am afraid the strategy will either be too weak to be viable, or too powerful because there are so few ways to do anything at a headquarters mission.
C: Multiple Affiliations
I like the fact that this concept would help Deep Space 9 in addition to Terok Nor, and it could also provide a boost for multiple HQ decks. On the other hand, the only way to play more than two (non-
) affiliations at Terok Nor (barring unusual cards) would be to play dissidents. So either you are playing with dissidents, which are better for a Jake Sisko deck, or you are limited to
/
.
D: Opposing Affiliation
I'm not sure how this card would work. Obviously there's not enough room on the card's gametext to have something for every affiliation. I do not see this one working out.
E: Dominion War
Although I did not vote for it, I do like this concept. Battle has always been more of a casual strategy, but fun nevertheless. I chose the Brig concept over this one because we already have Klingons who are good at battle.
F: Dissidents BAD!
A penalty for having dissidents would not promote any Terok Nor strategy. It would simply oppose dissident strategies. Bonuses for having dissidents or
personnel in the discard pile would probably help Terok Nor dissidents, since they make you discard cards when you play them.
G: For the Cause
I don't think mission selection is really the issue for Terok Nor.
H: Anti-Decay
A card that extends Decay would help Reclaim Terok Nor, but I do not think we should make a card to specifically help a single card. I know it would help other Decay events, but it still seems short-sighted.
I: Linking
and
Were it not for the Brig concept, I would have picked this concept. I would love to see a compelling reason to play the Cardassian/Dominion Alliance. If we go with this concept, I would actually prefer it to reference
and
, not
, so that if someone wanted to play with Cardassia Prime and Founder's Homeworld, one would have that option.
"Save your strength. There'll be another time. The princess - you have to take care of her. You hear me?" -Han Solo to Chewbacca, ESB