Starry Night
If earned at same location as Quark's Bar, a Trading Post or a homeworld, immediately download here (earn) up to two "use as Equipment card" artifacts. Discard Starry Night. Characteristics: "Use as Equipment"-artifacts. Card logging info: Logged by openCards team at May 1st, 2009. | |
This Card-Review article was written by Allen Gould and was published first on "STCCG Encyclopedia (stccgfaq.com)" at Jan 25th, 2000.
"Equipment artifacts" have always been viewed with a bit of suspicion. With only a few exceptions, they only work with the personnel they're with, making them vulnerable to mass personnel death, theft by Borg, and Disruptor Overloads. Often, players didn't deem them worth the trouble of a seed slot and solving a mission.
But what if you could have two Equipment artifacts for the price of one?
While it only works at selected locations (a homeworld, or a location where there's a Quark's Bar or a Trading Post), Starry Night will let you download any two "use as equipment" artifacts.
Now, the only question is, what to get?
Combos:
- Starry Night + Varon-T Disruptor + Antique Machine Gun: The Away Team solution - double STRENGTH, plus killing off opposing personnel before the fight even starts. (Klingons can substitute a Sword of Kahless, for even more STRENGTH.)
- Starry Night + Data's Head + Phased Cloaking Device: The ship-side solution - a Phased Cloak, which (while on) will give you a whopping +6 RANGE total.
- Starry Night + Cryosatellite + ... : The "Power Combo": Three personnel plus two artifacts - not a bad haul.
- Starry Night + Orb of Prophecy and Change + Orb of Wisdom: Deck manipulation and extra card plays, plus you can cash them in with HQ: Return Orb to Bajor.
- Starry Night + Quark's Isolinear Rods: In case your opponent tries to block the download.