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Card Extra Temporal Rift from Kathy McCracken (03/23/2000) |
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This used to be one of the most annoying ways to stall your opponent for a couple of turns: send his loaded ship, all set to attempt a mission, into a Temporal Rift. If he didn't have an Amanda Rogers in his hand when you played the Rift, he was stuck there for two of your full turns. Then the Alternate Universe Door gave him another way to nullify the Rift, even a turn after it was played, and he didn't even discard the doorway. Space-Time Portal made it even harder to make a Rift stick, by either downloading the AU Door or just nullifying the Rift directly. Useless now? Hardly. You can get more mileage now from playing a Temporal Rift on your own ship. A time-honored way of saving your own personnel from an Anti-Time Anomaly, a Rift could also save your ship from an impending attack, either by your opponent or by a Borg Ship dilemma, when you can't run away because the ship is "stopped" and can't cloak for any reason. Countdown or "each turn" effects on the ship are halted while the ship is in a Rift, too, so it can be a good way to delay some nasty effect while you try to draw, Tent for or download a needed card or bring reinforcements to the ship's location. Of course, your opponent could always nullify the Rift on your ship with his Alternate Universe Door. But if he has to download that doorway by discarding a Space-Time Portal, he may think twice about doing so when there are so many other good things he can do with that STP. Combos:
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