What a Card: Armus - Sticky Situation

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. More Armus? Okay...

EXPANSION: Official Tournament Sealed Deck

PICTURE: Creepy and effective, this is one of the most striking images in TNG's early seasons (Frakes actually immersed himself in the goo for a shot, but I don't think it's THIS shot!). Very, very good. A 4.

LORE: Well thought-out, it not only relates the situation, but also redescribes Armus and explains the game text's remedy. An excellent 4.4.

TREK SENSE: A smart diplomat (tailored to Picard here) can convince Armus to give up his captive without killing him, just like in the show. Why Armus chooses the strongest away team member is not known or explained. Why he sticks around (get it?) as long as no one sees him eat a redshirt isn't either, but it's more true to the episode than Skin of Evil's immediate discard. A 3.

SEEDABILITY: It's particularly effective before a dilemma requiring Strength (like El-Adrel Creature, Nausicaans, Malfunctioning Door, and the like) at the very least, as a filter, if not a killer. It's good against redshirting strategies, and in the right combo, will eat weak little mission specialists alive. The remedy is more common for Feds and less for the rest, but still not that hard to find. Risky, but good. A 4.

TOTAL: 15.4 (77%) A cool picture starts off a cool card. The Sealed Deck was pretty great.

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