(3) • Alynna Nechayev, Adamant AdmiralFederation Personnel of Human species. none Characteristics: affiliation, Earth related, enhance your skills (this card), Admiral, personnel who has a cost of 3 or more, Human species. Card logging info: Logged by openCards team at Jan 1st, 2008. | |
This Card-Review article was written by openCards user KaiserK and was published first on "The Continuing Committee (trekcc.org)" at Jul 30th, 2009.
Alynna Nechayev is the latest addition to the STCCG universe with the Earth icon.
For a cost of three, you get your expected solid attributes
of six Integrity, six Cunning, and five Strength, together with the
Command icon and six skills. In addition to the staple skills of
Diplomacy, Leadership and Officer, she also has Law (useful in
Integrity decks for Amnesty Talks and the new Track Survivors), as well as the Always Welcome Science and Security (notice her cost helps against Full Security Alert). Next, the Admiral keyword adds another way to get past Dignitaries and Witnesses.
So far, so boring. A solid personnel, but certainly not a card that
Federation players everywhere were holding their breath for, so her
gametext had better be interesting. Strangely enough, her gametext
does, in fact, not add a new ability to the game per se; rather, you
can make the Admiral gain another Order ability from a
Federation-affiliation personnel you discard from hand.
While this does not add an entirely new element to the game, it allows
for a certain amount of faction bleeding. Even though you cannot play Worf (Security Detail Leader) in a deck that uses Earth (Home of Starfleet Command), you can still stock him in such a deck to let Alynna Nechayev take advantage of his dilemma pile scouting ability for a turn.
Here are a some more ideas for personnel whose abilities could be combined with Nechayev:
Alynna Nechayev plus Revised Seven of Nine (Shock-Trooper) plus Seven of Nine (Efficient Analyst) equals:
Ferry Nechayev to your unsuspecting opponent's away team, then discard
a Revised Seven from hand to copy and paste her text to Nechayev; next,
ditch the other (Revised) Sevens to bounce multiple personnel with
crucial mission skills to the bottom of your opponent's deck. You might
even be able to destaff a ship that way. Don't forget to use Back to Basics to get your (Revised) Sevens back and repeat the fun.
Alynna Nechayev plus Matthew Dougherty (Misguided Admiral) equals:
In case you should find yourself with two ships to spare, blow up the
one Dougherty is aboard first, then discard another Dougherty from hand
to let Nechayev blow up the other ship to make all your personnel in
play attributes +6 until the end of the turn. Expensive, but hey, if
you have six Cadets to spare that don't have any skills for your planet
mission anyway...
Alynna Nechayev plus Michael Eddington (Traitor to Starfleet) equals:
Get both personnel present with an opponent's away team, then return
Eddington to hand to return an opponent's Leadership personnel to hand.
Now that he's in your hand, discard him to let Nechayev bounce another
Leadership personnel. (For more fun, you could now beam down the rest
of your crew with some Bat'leths, including Worf (Defiant Commander)
to begin combat and try to discard those Leadership personnel from your
opponent's hand, which will make it much harder for him or her to pass
your Dignitaries and Witnesses).
Alynna Nechayev plus Luther Sloan (Man of Secrets) equals:
Return Sloan to hand to destroy one event, then move him on to the discard pile and destroy another event with Nechayev.
Alynna Nechayev plus William Patrick Samuels (Maquis Saboteur)equals:
Park Nechayev at an opponent's planet mission. When he or she fails a
mission attempt there, you can discard Samuels from hand to put a
damage marker on that opponent's ship, then fly in with the U.S.S. Prometheus (Experimental Prototype)
and add two more damage markers for the killing blow. Don't hesitate to
destroy an empty ship; most of your opponent's crew will still be safe
on the planet, but it won't do them any good... because you will move
the U.S.S Defiant (Patrolling Warship) to that mission and block any
attempt to rescue the stranded away team. Any ship that will try to get
to them will be stopped for a turn, which will be enough to destroy it
with the Prometheus and either Nechayev/Samuels or the Defiant. This
strategy probably won't win you Worlds, but it should be good enough
for a good laugh in one of the side tournaments.