(7) • U.S.S. Enterprise-E, Flagship of the FederationFederation Ship (Sovereign Class / Standard Equipment ) "The Diplomatic Corps is busy with Dominion negotiations." Characteristics: event related card, affiliation, Next Generation related, Sovereign-class, ship with four or more staffing icons. Rule hint for this cardThis card has an erratum: Changing the event returning ability. Taken form Current Errata 2015-04-06.Card logging info: Last lgged by Roga Danar at Sep 9th, 2010 (Q1 by eberlems at Nov 9th, 2010 & Q2 by Telak at Mar 21st, 2011) | |
Further game play infosThe following personnel cards can be used as "matching commander" for U.S.S. Enterprise-E, Flagship of the Federation: |
This Card-Review article was written by Will Hawkins and was published first on "Decipher's Website (decipher.com)" at Nov 6th, 2006.
Believe it or not, this is an Enterprise-E that does not score you extra points. It has all the same attributes as your regular Enterprise-E, its staffing is the same, and even its cost is the same. Well, almost the same. This Enterprise costs one less for each TNG Leadership personnel at the mission at which it is played. This could possibly make this Enterprise-E a better choice to play than an Excelsior class ship. The Next Generation has plenty of Leadership personnel to make playing a seven-cost ship for free a real possibility.
Wait, it gets better! If the chance to play a huge ship for free has not convinced you to play this version of the -E, then the game text will. As an Order, you can stop a Federation Diplomacy personnel aboard the ship to make each player return an event they command (that has no cards on it) to his or her hand . Now there are plenty of events that you might want to see out of action during your opponent's turn, such as Disadvantage Into Advantage or VIP Welcome. If you were playing with a card like Temba, His Arms Wide and your opponent did not have any other events they would never get an advantage from it. You could even use it to reset cards like Sluggo and Under Scrutiny. You could suspend your copies of Shared Problems when they became a problem for you. If your opponent is running Zero Hour in his or her dilemma pile, you could eliminate those events quickly. If your opponent is running some high cost events you do not like, then you could force them to pay twice; for example: Complications, Heightened Perception, and Rule of Acquisition #141. This ship is very versatile and gives you a lot of flexibility when playing. You could use this ship in your deck without ever utilizing its game text, and it would still be worth it. Pair the ship with Luther Sloan and your opponents may never actually use their events.