What a Card: Blade of Tkon

Being a look back at cards from the Star Trek CCG, and what I thought of them back when they were fresh and new... in EPISODE order. Being the first Ferengi episode guaranteed The Last Outpost would span several cards (10, in fact), but let's start with an Artifact...

EXPANSION: Premiere

PICTURE: This picture suffers from TNG's first season inexperience. The make-up is laughable, and the sky is purple-pink just like every second planet's in the original series. It lacks drama despite the upraised weapon - a 2.

LORE: The lore explains the game text and has a little something about the Tkon Empire, but it fails miserably in describing the BLADE of Tkon. There is no mention of it, and no reason why this should be the card's title. A 2.2.

TREK SENSE:
Like I just said, the Blade itself has absolutely nothing to do with the card's effect. It's just there as a reasonable artifact. As to the game text respecting the Empire's planet-moving ability, it more or less works. For one, I was under the (reasonable) impression that "moving" planets meant they could travel like a ship to their new coordinates, not teleport away from them. But I may be wrong. How this translates into an Artifact usable by away teams is the main point against this card. No more than a 2.2.

SEEDABILITY:
Disrupting the spaceline has a number of uses - repair damage done by Q, send an opponent to spaceline's end, avoid a Sheliak situation (though this requires timing), etc. But seed slots are valuable and putting this one in for mainly defensive reasons is probably not the best thing to do. Seed your own Q dilemma instead. In a good combo, you can do a lot more damage. A 3 point nothing.

TOTAL:
9.4 (47%) Not very much, but then, it's an ugly little card.

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