For posting text-only dream cards (no graphical cards or links to sites hosting such cards) and for speculation on future sets.
 
By rferries
 - Beta Quadrant
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#528903
[Int] Belay That Order
Command. When your opponent plays an event or an interrupt, stop your Commander aboard their corresponding ship to prevent that event or interrupt. When your opponent executes an order on a card they command, prevent that order and they may not execute it again for the rest of the turn.
Order - Stop your Commander aboard their corresponding ship to download a Command.
[Int] Engage
Command. Manoeuvre. Your ship with its corresponding Commander aboard is Range +4 until the end of this turn.
Order - Stop your Commander aboard their corresponding ship to download a Command.
[Int] Fire Torpedoes, Full Spread
Command. Manoeuvre. When an engagement begins involving your ship with its corresponding Commander aboard, that ship is Weapons +4.
Order - Stop your Commander aboard their corresponding ship to download a Command.
[Evt] 0 Lay In A Course
Command. Manoeuvre. Plays on a mission. When your ship with its corresponding Commander aboard is about to move to or from this mission, subtract 4 from the Range required.
Order - If this mission is incomplete, destroy this event and stop your Commander aboard their corresponding ship to download a Command.
[Int] Launch Probe
Command. Manoeuvre. When your ship with its corresponding Commander aboard is at your non-Headquarters mission, examine the top four cards of your opponent's dilemma pile and replace them in the same order. At the end of this turn, that opponent may shuffle their dilemma pile.
Order - Stop your Commander aboard their corresponding ship to download a Command.
[Evt] 0 Make It So
Command. Plays in your core. When you play this event, you may download any number of Commands with different titles and place them on this event. Once per turn you may play a card on this event as if it were in your hand.
Order - Stop your Commander aboard their corresponding ship and discard all cards on this event to return this event to your hand.
[Int] Maximum Warp
Command. Manoeuvre. Your ship with its corresponding Commander aboard may move this turn using its Range from your next turn.
Order - Stop your Commander aboard their corresponding ship to download a Command.
[Int] Red Alert
Command. Manoeuvre. When an engagement begins involving your ship with its corresponding Commander aboard, you may download an interrupt or up to two Commands.
Order - Stop your Commander aboard their corresponding ship to download a Command.
[Int] Shields Up!
Command. Manoeuvre. When an engagement begins involving your ship with its corresponding Commander aboard, that ship is Shields +4.
Order - Stop your Commander aboard their corresponding ship to download a Command.
[Evt] 0 Yellow Alert
Command. Manoeuvre. Plays in your core. When an engagement begins involving your ship with its corresponding Commander aboard, you may download a Command.
Order - If you command a Commander aboard their corresponding ship, discard a Command to download a Command or draw a card.
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