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Little Device

    (1) Multidimensional Transporter Device

    Equipment Equipment
    Order - Destroy this equipment to exchange your personnel present with a personnel in your hand. Both of those personnel must have the same card title.

    "I guess you could say we just stepped through the looking glass."

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

    Multidimensional Transporter Device
    Long-Small-BannerimageWritten as part of the coverage to the Big-Event "EC 2007".

    This Card-Review article was written by openCards user Tribble at Aug 11th, 2007.

    While the introduction of cards bashing multiple HQ-decks seems boundless, after the seldom used “Interstellar Treaty” we will soon have two new possibilities to mix our decks a bit. I won’t go into “The Inner Light” in this article, but focus on the “Multidimensional Transporter Device” as a means to get someward otherworldly personnel into play. A common equipment with cost 1, at first look the new “alternative assigning” method seems to make much more sense than the somehow costy one-person-”treaty”, but, as fellow EC writer Sebastian Kirstein likes to point out, “Decipher excels in bringing out cards that look terrific at first glance, but seldom work as viable new game mechanics”. And so the downside to the transporter device is, that you need personnel of the same card title to switch them. But the rules allow only three cards with the same card title in any given deck. Which basically means: Either you have means to download not only the equipment (“Fajo’s Menagerie” works in every deck) but especially the personnel (“Bustling with Activity”, “Tal”). Or you depend on your luck and are aware of the fact that your opponent can mess-up your whole complicated set-up with one or two “Secret Identities” or an effective assassin.
    More...
    Are there viable personnel who make up for this downsides? And why?

    There are several strategies why you should see into the possibilities of the new card, and for some examples the opportunities even overlap. But nevertheless here is a list I at least tried to structure a bit. Here are some crazy (or not so crazy?) ideas to inspire you...

    a) You can get “new” personnel in play with amazing abilities.
    Some examples:
    Remember how Brad puzzled us with the game text on the new Nog? Well, who needs a grumpy juvenile bar owner if you can get a trusty Engineer (Miles O’Brien, Repair Chief) whose ability is even better? Or a cute Science Officer (Jadzia Dax, Problem Solver) who even complements her colleague’s ability? Both are available in non-aligned personas easily playable in every non-Borg environment.
    The Maquis can get cheating support through Chakotay, Bridge between two Crews.
    The Borg may want to use Seven of Nine, Efficient Analyst to manipulate their hand cards.
    The Romulans can use Deanna Troi, Ship’s Counsellor to further their manipulation of the opponent’s hand cards.
    Non-Aligned Dukat can become the discard-monster to solve missions, and if you have enough Transporter Devices (think about viable recycle methods, “A Second Chance at Life” or even “Feast for the Dying”? Sounds too expensive...) he can remove some of those discarded cards the same turn.

    b) You can exchange a cheap personnel with its cost-extensive persona, a kind of “Alternate Identity” or “Borum” for all affiliations.
    Prime example:
    One-cost NA-Data gets switched with one of his five-cost counterparts (remember to unstop him at the start of the turn you want to switch him, as he has to be “present” with the equipment). A special case would be the “Commanding Officer” of the U.S.S. Sutherland in a Romulan deck already using the annoying “Forcing their Hand” / “Sensing a Trap”-combo. Make that ten points 15, possibly once a turn!

    c) You can exchange a card with a nice “when you play”-text with a persona that has a neat ability.
    Some examples:
    TOS-Download-Kirk becomes one of the cheater-Kirks
    TOS-McCoy becomes the TNG-first-mission-booster, returns to hand via Altovar and then comes back with a vengeance (either the killer or the dilemma remover)
    DS9, Terok Nor and Ferengi-Decks can get Quark, Son of Keldar to pester the oponnent with “Cunning Battles” (Quark is one of the few cards who can start combat without an event. How about letting him meet with some colleagues or nice battle cards like Bajoran Kurn?).

    d) You can use the multidimensional blending to command enough personnel of a second affiliation so you can play events (or interrupts) normally restricted. This should normally incorporate several copies of “Interstellar Treaty” and the new equipment to get to results early.
    Some examples (you figure out the details yourself):
    A Sight for Sore Eyes (since this is a card that works best at the very beginning of a game, the set-up may be too complicated).
    Extreme Dabo (Playable at DS9: Leeta, Mardah, Miss Sarda, Martia, Aluura, Rom and Quark. Who needs Ferenginar if you can use the treaty to bring Pal Lenor into game? Instead of three Dabo runs per turn with HQ Ferenginar you can have five Dabo runs with DS9).

    I'm sure you will think of many more sick and twisted ideas for this card...