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The Value of Spoilage

I wanted to talk briefly about 2 common cards that seem underused in the Star Chamber community. The two cards are Spoilage and Overtime. Wuppin and Zorro recommend trimming the card Spoilage from the Clave Starter deck in their article Making the Jump from NOOB to New Player. I disagree. In fact, I auto include 4 of them in most of my decks that include either order, or entropy. I usually auto include both if playing Ixa! Here's why.

What the Cards Do

Let's first look at what these two cards do. Both cost one tech, and you get to draw an extra card during your next draw phase. Spoilage causes your opponents home world to produce one less build point in a turn. Overtime gives one of your minor industrials one extra build point this turn. Their effects don't seem all that great, but their potential lies not in what they do, but what they are.

Something for Nothing

The first value of these two cards is that you get something for nothing. These cards draw a card to replace themselves so they don't "cost a card" to play. They also have a one tech requirement. I don't know about you, but I find I often have a turn where I have an extra tech lying around. If you have a Spoilage in your hand, that extra tech is of use. Hence, something for nothing as any tech you don't use during a turn is wasted.

Never a Bad Time to Play

Unlike their mind, cyber, and life counterparts, there is almost never a bad time to play a Spoilage, or Overtime. I rarely plan to play these cards on a given turn. I play them when I have them in my hand, and have the spare tech to do so. Something for nothing doesn't work if you have to hold the card in your hand waiting for the right time to play it.

Deck Dieting

Unless I am planning on playing a very odd card drawing deck, I always try to trim my decks down to 40 cards. I find that very rarely, do 2 player games run long enough for me to worry about running out of cards in a 40 card deck, and by trimming down my deck, it makes it more likely that I will draw any given card in that deck. This is especially important for combo decks where you want to draw two or more specific cards, but it is also good for new players who don't have as many cards as well. Are you especially proud of your one rare capital ship? Want to have a better chance of drawing it? Then keep your deck size down! Here is where Spoilage and Overtime really shine. These two cards, are like atkins for your deck. Because they draw a card to replace themselves, there is never a bad time to play them, and are virtually free to play, they allow you to effectively lower your deck size to 36 (or 32 if you have six eyes, eight arms, and squirt ink!)

So try 4 of these cards in your next deck that includes order or entropy. You won't regret it.

Zorro Mar 21, 2007
Hi Mattness - interesting defense of these cards, but I'm not convinced. These cards are not something for nothing - they are an additional card in your deck. Yes, they do replace themselves the turn after you've played them, but the problem is that after the first few turns of the game, you're going to be way happier drawing a Secret Police that you need rather than spoilage or overtime. So why reduce the number of cards that contribute toward your overall game plan to make room for filler? Most decks have a natural way they want to win, these cards do not contribute toward that goal. I do agree that these cards are useful filler in a combo deck when you need a very specific set of cards, but except for these rather limited situations, surely you could find a more useful thing with which to fill?
Kit Mar 21, 2007
Interesting thought Zorro. I think this strategy is most valid if you are trying to get the most out of a particular card. To use your example Zorro, if you only have 2 Secret Police and you want to maximize your chances of drawing them by say turn 12. You'll be best served to make your deck as small as possible, and maximizing the number of draws you get and adding cantrips like this can help accomplish that.

So I think this strategy is best if you like to build small tight decks. For those of us who build 50 and 60 cards decks this is not going to help much, and we'd rather take out these 4 cards so we can include a more effective 4.

Different strokes.

Tiedye Mar 24, 2007
Zorro, I think you may be missing the point a bit. Including these guys in your deck actually increases your chances of drawing those Secret Police earlier in the game as opposed to a normal 40 card deck. The real utility of Spoilage and Overtime is that they essentially reduce a 40 card deck to 36 cards (or 32), thereby increasing the chances of an early draw of your more lightly-seeded cards. The only cost is the one tech and a one-turn, one-time delay of a card draw.
Wuppin Mar 24, 2007
I find this discussion a very interesting one. I like my decks to be right around 40 cards so as to give me plenty of different options while still maintaining a fair amount of predictability in my draw. Generally I would not want too many fewer cards than 40.

Now: about "shrinking below 40", so to speak: Cantrips only speed up deck cycling if your hand is not full at the start of the turn. You can draw 2 cards at the end of each turn by:

  • Ditching a card and
  • Playing a card

A cantrip will only let you draw 3 cards if:

  • Your staring hand is not full or you play 2 cards
  • Ditch a card
  • Play a cantrip

Otherwise, you will be stuck drawing 2 because of hand limit. Hence, the only ways you could ever draw more than 2 cards before turn 13 is if you hand was not full or you play 2 cards in addition to the cantrip.

I can see a benefit from playing a cantrip instead of ditching each turn: not losing destiny and having a little effect like +1 build point.

I think using cantrips only makes sense to use if you are planning on having that ultra-refined "sub-40 card" deck. Their little +1 build point, -1 built point, +1 influence, etc., affects seem so small that they are not worth 1 tech and a slot in a normal, run-of-the-mill deck in my opinion. That is, I would rather draw a Landing Party on turn 3 instead of an Overtime... and then getting to use the Landing Party turn 4.

Zorro Mar 25, 2007
I think Wuppin expressed my thinking extremely well. Imagine you're playing humans and you REALLY want to draw an Alien Support before turn 6 to lock up the vote. If overtime is in your hand, it may help you (assuming you'd be able to draw 3 cards that turn, otherwise it didn't help you beyond possibly avoiding the ditch destiny penalty). If 3 more overtimes are in your deck, it may hurt you (in the sense that you draw another overtime instead of the card you really want). If you'd used all 40 card slots with something useful beyond its ability to draw a card next turn, you may still not draw the Alien Support, but you might draw a landing party, which is far more likely to advance your game more than an Overtime. My point is that spoilage and overtime aren't something for nothing - you're reducing your deck's overall power in exchange for possibly faster cycling. That makes sense if you're playing a combo deck that needs very specific cards to work.
Wizarc Feb 3, 2008
From the receiving end of Spoilage it has changed my Strategy often enough. You are expecting to have 8BP on your homeword to work with and now you only have 7BP. Cant build that crusier or one less cit to take to the Star Chamber.