monty42 wrote:
The idea behind Raktajino was to occasionally recycle some of the cards you burn with Temporal shifting. What better ways are there to do that?
Well, with ten copies of Temporal Shifting in a 54-card deck (49-card deck if you pitch the Raktajino's), mostly what you're going to be discarding with Temporal Shifting is redundant copies of Temporal Shifting. This is a valid strategy I use myself -- you could make the argument that having too many Temporal Shiftings in your hand reduces your choices and is less efficient, but I say it's better than the alternative.
And the best part is, if you're cycling out your own Temporal Shiftings, you aren't going to need to fetch them back later!
Fwiw, the last time I ran an
all-Khitomer deck, I had 5
Temporal Shifting +
Duck Blind, supplemented by
One Man Cannot Summon the Future, which is amazing in 1E if you can actually get it on to the table. I did something
very similar a couple years later with a Facilitate Peace Talks deck.
P.S. If at some point you DO want to get discarded stuff back from the discard pile, these days it seems like
Nanoprobe Resuscitation is the only game in town. Interrupt-speed retrieval can't be beat, even if you ignore its free-report function.
Mogh, Son Of Worf wrote:- Speaking of Shifting: You currently have no way to play those, only via a prior Space-Time Portal download. Also, some of your dilemmas can't seed, since you can not seed AU cards with Temporal Micro-Wormhole
Ok. So if I throw in an AU Door, that should take care of these problems right?[/quote]
Technically, if you just make sure to download Space-Time Portal with Temporal Micro-Wormhole during the Turn 1 order phase, you should be fine.
But, tbqh, I'd replace the
Temporal Micro-Wormhole with
Temporal Conduit, which helps a great deal with time travel
and enables an AU event to play once each turn.
As long as you're not planning to report
personnel anywhere except Camp Khitomer, it should be fine. But, one thing I don't get, and maybe I'm stupid -- how are General Korok, William T. Riker, and Lursa going to get into play? I don't see a facility. TMW would allow one of them through, but at the cost of a seed slot and still only covers one. (And none of the three are actually all that
good, so I feel like I'm missing something obvious.)
Apart from Qo'noS and The Great Hall, what other ways are there to get some more free peeps?
You can only barely use The Great Hall because of the restrictions imposed by Protect The Timeline on free reports -- Brigadier Kerla, General Chang, General Korrd, Kor'Choth, Azetbur, and Chancellor Gorkon are the only people who can report for free there with PTT in play.
The easiest thing to do would be to get your card play back every turn, and then you could use all three cards every turn on spitting out personnel and ships (one free to Camp Khitomer, one free through Protect the Timeline, one card play). To have your card play available, though, you'd have to completely change your draw engine to something that reliably draws three cards every turn with no extra effort.
Duck Blind and
Process Ore: Mining, both played on
Khitomer, would do the trick. Problem is, it gets seed-intensive to get those draw engines running on Turn 1 or 2. Here's how I'd do it, and you can see how expensive it is:
Duck Blind
Process Ore: Mining
Klingon Outpost (at Khitomer)
Assign Mission Specialists --> Kathleen Tonnel,
Karnog
Assign Support Personnel -->
Torak or
T'Vor
Defend Homeworld -->
General Chang or
Martia. Maybe
Klaang for fun-factor.
That's a LOT of seeds. Your deck does have space for a few more seeds, but I'd probably pitch the Genesis Device and Call for Reinforcements.
The upside of this is, you end up with a much slimmer deck and you get all your card plays back so you can actually
use the cards in it.
I.K.C. T'Ong drops are still popular with people in this situation, but also use your card play. (And you have to somehow blow the T'Ong up every other turn to replay it next turn. Messy.)
One other popular trick lately is using
Study Divergent History on an HQ. Download two mission specialists from the Mirror Quadrant on turn 1, get them to the HQ, and then just use any two of your personnel to hang out with them. That nets you two draws per turn, and it even stacks with Duck Blind and Ore Processing. But the logistics can be tricky.
Good luck and welcome back!
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