Interphasic Effects | openCards

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Interphasic Effects

    (4) Interphasic Effects

    Dual Dual Dilemma

    Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have an Alternate Universe personnel, randomly select a personnel to be killed and your opponent may choose an event to destroy.

    Crewman Sussman was just one of many that lost their lives aboard the U.S.S. Defiant in 2268.

    Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, event related card, destroy an event, Consume.
    Requires: Alternate universe Alternate Universe related.

    Card logging info: Logged by openCards team at Jan 1st, 2008.
     

    Interphasic Effects

    This Card-Review article was written by openCards user Graves and was published first on "Decipher's Website (decipher.com)" at May 15th, 2007.

    Interphasic Effects is the kind of dilemma that, at first glance, will disappoint many players. A four-cost, dual dilemma with a consume of one, that kills only one personnel and destroys only one event, will be considered binder fodder by a lot of us.

    Still, there is more to Interphasic Effects than what you would think. First, there is the condition to pass it. Having one Alternate Universe personnel seems very easy – especially in a set that has it as a main theme – but in the majority of decks today, this kind of personnel is very rare. The result is that this dilemma will hit more often than not.

    Second, it kills a personnel. Removing personnel from a mission attempt by killing them is often more beneficial than by just stopping them. Even if the kill effect is not enhanced by Tragic Turn, simply not having that personnel be available for future mission attempts can still force you – especially when Skeleton Crew is in effect – to return to your headquarters for reinforcements, using range you cannot use to attempt another mission.

    Finally, and by far the most beneficial effect of this dilemma, is the destruction of an event. Sure Barrier's Effect does something similar, but the difference is that with Barrier's Effect, your opponent gets to choose what gets placed in the discard pile... and you can bet the selection will be a core event that is less important to him or her. What about Gangster's Welcome? It allows you to choose two events to be destroyed. True, but this dilemma is planet only, and again, only targets events in your opponents core.

    The true power of this dilemma is the fact that you can choose any event in play to be placed in its owner's discard pile. Of course, you can choose to destroy a Machinations, a Far-Seeing Eyes or any event you fear to be used by your opponent. But what if you choose to destroy his or her Warrior's Birthright? It could make following dilemmas harder to pass. What about destroying a Distant Exploration or Labor Camp? Denying your opponent some much needed additional points can really hurt. But it doesn't have to stop there. Why would you not get rid of that annoying Biogenic Weapon, Nelvana Trap or Blind Spot?

    Four plus one consume can still be considered a high cost to play this dilemma, but all in all, I think this card is a bargain and doesn't deserve to be demoted to binder filler.