"Don't destroy the weapon Captain, I want to use it." | openCards

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"Don't destroy the weapon Captain, I want to use it."

    (5) Destiny Reset

    Event Event
    Temporal. Plays in your core. When you have drawn dilemmas, you may destroy this event and remove those dilemmas from the game to search your dilemma pile for up to two dilemmas whose total cost does not exceed the number of dilemmas you removed. Place those dilemmas on your dilemma stack in any order. Then shuffle your dilemma pile.

    "Captain Archer destroyed the weapon."

    Characteristics: manipulate your dilemma pile, search your dilemma pile, manipulate your dilemma stack, plays in your core, Temporal, remove cards from the game (other cards).

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

    Destiny Reset

    This Card-Review article was written by openCards user RedDwarf and was published first on "Decipher's Website (decipher.com)".

    Before we can deal with the multitude of uses that Destiny Reset offers, there is the small problem of its cost. Five counters to play an Event may seem rather high, but there are ways to reduce it. Immediate cost reductions are offered by cards like Party Atmosphere and Alexander Rozhenko, K'mtar. Alternately, five counters may seem more acceptable when you have extra counters to spend. At What Cost?, The Perfect Tool, Undercover Resource, High Command "Motivation" and Rule of Acquisition #22 can all provide those extra counters you need to offset the high cost of Destiny Reset.

    Once you have Destiny Reset in your core, there are several cards that can take advantage of it. Should you need to find a particular card in your deck, The Key to Victory will allow you to draw five cards and then discard five cards from hand. Any affiliation can use Morik, with his attributes pumped up to 9,10,10. Maybe you'll decide you don't need to use Destiny Reset after all? Then you could use Worth the Price or Santos, Squad Leader to make some use of the five counters you spent earlier.

    Now we move on to possible uses for Destiny Reset. While it will most likely be a late game card, likely involving stopping your opponent from completing a mission with plenty of overcome dilemmas, you could always use it if you don't draw a good dilemma combo. How about Harsh Conditions followed by either Unknown Microorganism or Counterinsurgency Program or Dignitaries and Witnesses? Most of the time, these combo's will stop your opponent leaving only one or two overcome dilemmas.

    Later in the game, when your opponent is making that last mission attempt they need to win the game, you could use Destiny Reset to delay them for a turn. Zero-cost dilemmas like Heart to Heart, Nose to Nose and Racial Tension always have a chance of stopping two personnel. You could also throw a spanner in the works by picking dilemmas like Secret Identity, Talosian Trial and Urgency, although each will depend on the situation. Something else to watch out for is your opponent splitting their personnel into two teams. If that should happen, you could pick Timescape to prevent the second attempt, and then something like Outmatched to stop the first attempt.

    One final feature to note about Destiny Reset is that, unlike Machinations, it is not removed from the game when it is used. This means cards like A Second Chance at Life or Ressikan Flute can be used to retrieve it - or you could use any one of the number of cards that the Bajoran affiliation has to retrieve cards from the discard pile.

    In the TV show, Captain Archer may have destroyed the weapon, but when you're playing Star Trek CCG, you'll have a weapon in your core with Destiny Reset.