Posted: 16 September 2007 at 8:57pm | IP Logged
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Larger J'Xar ships can, as a reaction, gate smaller J'Xar ships into play fully engaged. They can also, as a reaction, gate them from play back into the hand. This returns the entire card stack which allows access to a few useful tricks.
As Lobo mentioned above this allows the J'Xar player to cycle cards which have a useful effect when they hit the table. I've tried looking through the database and I don't see too many of them that have a useful effect when they hit the table that aren't discarded when played.
The two that come to mind are the R/C6 Time Assault Team and the C9 Temporal Engineer.
The Assault team does six damage to a ship or base that was just played - which means you can't wait and you can't attack units that are already in play. In order to maximize your effectiveness you need to get a ship in play that is small enough to be gated and you need it in play prior to your opponents Play cards phase A. This allows you to play the Time Assault Team (TAT) in reaction to a ship/base your opponent plays - be certain to place it on the gated ship. You do this for two reasons. First, it allows you to return the card back to your hand so that you can play it again later. Second, it allows another layer of reaction protection for the TAT. If you have a powered Jump Gate that can handle the ship which the TAT is on you can respond to a reaction card which might kill your TAT by reacting it back into your hand.
Most of this applies to the Temporal Engineer as well.
I'm actually tweaking my J'xar deck in preparation for my Monday game agaisnt Lobo.
I'll post if I see anything new that works for them.
J--
Edited by Galaktische on 16 September 2007 at 9:00pm
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