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Keyword Decay

Event
Name E R ID Cost Text
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·Cardassian Protectorate 5 P 4 2 Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command three [Car] personnel. Plays in your core. When you spend 1 counter to draw a card, instead examine the top three cards of your deck, place one of them on this event, and take the other two into hand.
Medical Teams 5 P 7 1 Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When your [DS9] personnel is about to be killed by a dilemma, you may place him or her on this event instead. When this event is destroyed, you may place each personnel here at your headquarters mission.
Noble Cause 5 P 8 0 Decay: 2. (When there are two cards on this event, destroy it.) To play this event, you must command three [Kli] personnel. Plays in your core. When you destroy an Assault or Maneuver event you own, you may place it on this event. When this event is destroyed, you may take each card here into your hand.
Out of Options 5 P 9 1 Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command three [Rom] personnel. Plays in your core. When an opponent begins a mission attempt, examine his or her hand and choose a card to place on this event. When this event is destroyed, return each card here to its owner's hand.
·Quarantine 5 P 11 4 Decay: 5. (When there are five cards on this event, destroy it.) Q. Plays in your core. When your dilemma is about to be overcome, place it on this event instead. When this event is destroyed, the player on your right places all dilemmas here face up beneath his or her mission.
Security Drills 5 P 12 0 Decay: 5. (When there are five cards on this event, destroy it.) Plays in your core. While your personnel is facing a dilemma, you may place a [Fed] card from hand on this event to make that personnel gain a skill he or she already has until the end of that dilemma.
Spreading Fear 5 P 13 3 Decay: 3. (When there are three cards on this event, destroy it.) Maneuver. Plays in your core.
Order - Place a card from hand on this event to begin an engagement involving your Jem'Hadar. If you win, randomly select one opponent's personnel involved for each of your Vorta involved. Choose one of those selected personnel to be killed.
The Play's the Thing 5 P 17 0 Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When you play this event, choose [AU], [Fut], or [Pa]. Each personnel you own who costs 3 or more gains that icon. At the start of each of your turn, place a card from hand on this event.
Unyielding 5 P 18 2 Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When your [Bor] personnel is about to be stopped by a dilemma, you may place a [Bor] personnel from hand on this event. to prevent that.
Rule of Acquisition #102 8 U 41 2 Rule. Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command three [Fer] personnel. Plays in your core. At the end of each of your turns, place the top card of your deck on this event.
Order - Discard a card placed on this event to draw a card.
Learning Curve 11 P 10 4 Decay: 4. (When there are four cards on this event, destroy it.) Plays in your core. At the end of each of your turns, if you played two or more [Maq] personnel this turn, place two cards from the top of your deck on this event. You may play cards from this event as though they were in your hand.
·Energize 13 U 27 3 Decay: 4. (When there are four cards on this event, destroy it.) Plays in your core. At the start of each of your turns, place the top card of your deck on this event. The first non-[TNG] personnel you play each turn is cost -2 for each card on this event.
·Distant Control 14 R 26 5 Decay: 2. (When there are two cards on this event, destroy it.) To play this event, you must command three [Rom] personnel. Plays in your core. When you play this event, name an event or interrupt. Opponents cannot play that named card. At the start of each of your turns, place the top card of your deck on this event.
·Five year Mission 14 C 28 0 Decay: 5. (When there are five cards on this event, destroy it.) Plays in your core. When you are about to play a [TOS] card, you may place a [TOS] card from hand on this event to make that card cost -1. You may do this only once each turn.
·Gatherers' Raid 14 C 29 0 Crime. Decay 3. (When there are three cards on this event, destroy it.) Plays in your core.
Order - Place a card from hand on this event to reveal a number of cards from the top of an opponent's deck equal to the number of Gatherers you command. For each event and interrupt revealed this way, you may draw a card.
·Good Shepherd 14 C 31 2 Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. At the start of each of your turns, you may stop your [Voy] Commander to download a non-unique [Voy] personnel or a [Voy] personnel who costs 1 or less and place them on this event. When this event is destroyed, place each personnel here aboard your [Voy] ship.
·Hall of Warriors 14 C 32 3 Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command three [Kli] personnel. Plays in your core. When you win combat or an engagement, place the top card of your deck on this event. Each of your ship is attributes +1 for each card on this event.
·Improvised Modifications 14 C 33 3 Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core.
Order - Place your [Fed][Maq] personnel on top of this event to make each of your [Maq] ships attributes +1 until the end of turn and each opponent chooses a personnel he or she commands to return to his or her owner's hand.
·Reclaim Terok Nor 14 C 38 0 Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. Each [Car] personnel and [Dom] personnel you own gains [TN]. At the start of each of your turns, place a card from hand on this event.
Straight and Steady 14 C 40 1 Decay: 5. (When there are five cards on this event, destroy it.) Plays in your core. When your personnel aboard a [Sta] ship uses a skill to complete a mission worth 40 or more points, you may place a card from hand on this event.
Order - Destroy this event to download a non-interrupt card that has a cost equal to the number of cards on this event.
·The Reckoning 14 U 42 1 Decay: 5. (When there are five cards on this event, destroy it.) Pah-wraith. Prophet. Plays in your core. While your [Baj] personnel is facing a dilemma, you may place a Prophet card or a Pah-wraith card from your hand on this event to make that personnel attributes +1 until the end of this turn.
·Walk the Line 14 C 45 3 Decay: 3. (When there are three cards on this event, destroy it.) Plays in your core. When your [Baj][DS9] personnel is about to be stopped, you may place your [Fed][DS9] personnel on this event to prevent that. When your [Fed][DS9] personnel is about to be stopped, you may place your [Baj][DS9] personnel on this event to prevent that.
Deal With the Count Man 18 V 12 3 Decay: 3 (When there are three cards on this event, destroy it.) To play this event, you must command a Thief. Plays in your core. Name a personnel. At the start of each Execute Orders segment, each personnel who has that card title cannot use abilities, attributes, and skills until the end of each turn. At the start of each of your turns, place the top card of your deck on this event.
Firestorm 20 V 2 3 Decay: 2. (When there are two cards on this event, destroy it.) Plays in your core. At the end of your turn, place a card from your hand on this event and for each headquarters mission each player commands, he or she chooses two non-Decay events he or she commands and the owners of those events shuffles them into his or her deck.
Holding Cell 22 V 13 4 Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command three [DS9] personnel. Plays in your core. When you play this event, name a personnel, then each player places each copy of that personnel they command on this event (those personnel cannot use abilities). When an opponent is about to play an interrupt, prevent that interrupt and place it on this event instead.
This Side of Paradise 22 V 17 0 Decay: 4. (When there are four cards on this event, destroy it.) Plays in your core. When your personnel is about to be killed by a dilemma, you may place him or her on this event instead.
Security Precautions 29 V 24 2 Decay: 2. (When there are two cards on this event, destroy it.) Plays in your core. Players may only score points from non-headquarters missions. When a player scores points from a mission, he or she cannot score more than the printed value of that mission. At the start of your turn, place the top card of your deck on this event. When this event is destroyed, remove it from the game.
·Pressing On 40 V 17 1 Decay 4. (When there are four cards on this event, destroy it.) Plays in your core. At the start of each of your turns, place the top card of your deck on this event. Your [Voy] Treachery personnel cannot be killed by planet dilemmas. When your personnel complete a [DQ] planet mission, you may place each [Voy] or Nucleogenic card on this event in its owner's hand.
Personnel
Name E R ID Cost Species I C S Icons Text
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·Vorik Unflappable 48 V 13 3 Vulcan 5 7 7 [Stf][Voy] Engineer Geology Physics Programming Transporters While this personnel is attempting a mission, you may destroy your Decay event to make him attributes +1 for each card that was on that event until the end of the mission attempt (limit +4).