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Card Comments turns three hundred ... and seventeen.

In honor of my 300th Card Comment on Kitsdb, I decided to list the 10 WORST card comments I've given. That is to say, when writing the comment, my impressions on the card weren't quite as accurate as I would come to expect from my evaluations. Either the card has grown on me, or I've found a particular niche where the card shines brightly. Additionally, I might have given praise to a card, citing an excellent use, only to find that the application was not as sound as the theory had suggested. Sure, it might have worked in a single game, or two, but the usefulness proved to be few and far between.

I present… The LIST!

#10 – Disadvantaged
While it does provide some unique villain side card drawing, the "2 for 2" ratio is significantly worse than I stated in my original conjecture. But, to be honest, in the good ol' days of 'SG-1 only', decks based on an end game stall were not unheard of. Without the system lords bombs like New Guy!, you had to rely on obstacles like this one. Causing a semi-solid lock at 6/7 missions. (Due to blatant inability to run "all" 4-experience missions, this wasn't unheard of.) Now a day, 'dis' just isn't the case. Leaving Disadvantaged stuck on the sidelines.
#9 – Too Close Encounter
Three combat difficulty for a two power investment turns out to be a pretty amazing investment. Even without failure text. Only one other obstacle even comes close - Security Field. Granted, those single power-cost obstacles provide a better return, provided you can draw them. Looking mathematically, the advantage of a 2 power obstacle lay in the 'bad draw', (you know you get them), should fate have tossed but a single combat obstacle into your hand, you can churn out 4 difficulty for 3 power (2 cards used) with Too Close Encounter. Whereas, provided a single power-cost obstacle, the resulting cost to achieve 4 difficulty turns out being 4 total power, to create 2 complications, (3 cards used).
#8 – Alien Orb & Making an Example
Originally, I wrote nothing but praises for this pair of obstacles. Unfortunately, blocking isn't what is used to be. With the presence of Kheb Monk (Adherent of Desala) and Luthor (Informant) since the system lords expansion, a single block won't make that much of an impact - Resulting in an expensive 4 power expenditure for an increase of a mere 1 or 2 difficulty. It hardly seems worth writing home about.
#7 – Babysitting Job
This card is almost useless. The only advantage it has is to power-lock an opponent in conjuncture with Frank Simmons (Government Adversary), or Overrun. The rest of the time, forcing a Joint Mission would be a superior choice.
#6 – Healing Device
I hardly use this little gear anymore. In the case of Ocker (Tok'ra Operative) or Fro'tak (Jealous Rival), taking the extra time in setting up the Healing Device isn't as beneficial as just running 3 copies with a Galaran Memory Device small deck. As it turns out, the 4 power expenditure to save a character (2 to play the device, and 2 to use it) is frequently a greater cost than that of the character being saved! If you factor in "when you play" abilities, I found I'd rather have a second, or third, copy of a character, than save them with the device. (Since the device also "stops" the character, they fail to provide any assistance on the current turn, so you end up spending 2 power for a potential future benefit, that may not even come about.)
#5 – Whitlow (Covert Contact)
Turns out, his card drawing is pure potential, and hardly ever practical. In order to justify a 3 power cost, whitlow always leaves me wanting something more - Since an occasional extra card is rarely enough to sway the balance of the current mission in your favor. I've not been able to use his drawing effectively enough. Primarily, I end up drawing a villain card that would have been included in my hand reconciliation during the end of the round. Especially compared to the other 3-cost characters of Martin Lloyd (Television Writer) and Tass'an (Settler), I am left to seriously question Whitlow's cost/benefit ratio.
#4 –Apophis (Threat to Earth)
At the very beginning of my StargateTCG days, I never would have imagined using Apophis in any constructed deck, whatsoever. Low and behold, I do. Paired with Renewal he's still only "ok", but provided an Alliance of System Lords along with a secondary adversary, (Herak (First Prime of Anubis) or Hathor (Mother of All Pharaohs), or anybody, really…) His stopping ability can wreck havoc on the unprepared player. Also, with the shift away from a large support base deckbuilding, Apophis will most likely stop an important character, rather than two no-name supports that don't match the current mission for assignment.
#3 – Red Sky
This obstacle is downright amazing. At an opening mission, you are trading the failure text of the Energy Feedback for 2 difficulty points in culture. While this culture element could be considered a downside (added danger from Writings from Heliopolis ), in most cases it allows the obstacle to be used at multiple mission types. Yielding incredible strength combined with the Language Barrier – 3 cost, 5 difficulty (adding a complication gives 4 cost 6 difficulty) - a decent culture defense - and that's if they haven't skipped a mission! With just a single failed mission, it provides a strong 4 Science for 2 power (or 3 culture for 2 power), which is like having 2 copies of Unforeseen Consequences smashed into one card! Imagine what two failed missions feels like.
#2 – Kieran (Naquadria Researcher)
My initial deck constructions with Kieran were instrumental to the down-play of his character. When your team aims to continued attempts at combat missions, Kieran is not nearly as effective as he could be. Instead, when coupled alongside The Research or Mission Man Kieran becomes a no-brainer for inclusion in all skip-combat decks. (Well, unless you are skipping science too…) In these decks Kieran becomes an absolute all-star. (4 Science skill at Offworld Research! What's not to like?)
And the #1 WORST card advice of all time* – Nicholas Ballard (Outcast Scholar)
Boy was I wrong about this one! Unlike Merrin (Orbanian Urrone), who dies after use, Nick can be used multiple times as a 2 power cost, 1 ability character, before blowing him up for an extra +2 skills. He is by far one of the best culture supports, since you can play him along with a Kheb Monk (Adherent of Desala), or Kieran (Naquadria Researcher) (or any other similarly costs 2-power support) on turn 2. Not only that! But you can use him on turn 1 alongside the increasingly popular Tabloid Research! (3 power, 3 missions!) - Or another 1-cost card (Roundup or Reconnaissance come to mind). I've also won games by just Fishing for the +3 culture to push my team over the top.

* Time being only expressed in the past tense, any future card comments are excluded from being evaluated in this judgment. Inadvertent trespass is prohibited. Barring any adjustments to future comments, these comments are intended solely for use in reading and laughing. Use of these comments in any other manner could result in serious injury for all parties involved. Iorek maintains no responsibility for compensatory damages resulting in the use, non-use, or miss-use of any cards based on commentary provided. Thank you and have a nice day.