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Battlestar Galactica CCG
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Greed for Pówer Battlestar Galactica CCG In the discussion on the Deck "Greed for Pówer" by cardshop Miembro Premium Spain send message
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Very well planned deck. A pity the game was not successful and we can not know how competitive this deck would have become...
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Posted: January 31, 2013 04:43 am
 
Apollo, Lee Adama Battlestar Galactica CCG In the discussion on the Card Review for "Apollo, Lee Adama" by duff6551 United States send message
duff6551 United States
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my reviews are strictly from a collectors standpoint - there is no game play information involved - just interesting facts about the cards that collectors might find interesting
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Posted: December 20, 2011 07:27 pm
 
Crashdown, Sensor Operator Battlestar Galactica CCG In the discussion on the Card Review for "Crashdown, Sensor Operator" by jvoodoochild United States
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this is as fine a review as i have seen yet - all aspects of the card are explored and well defined - great effort
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Posted: May 31, 2011 12:45 pm
 
Control Issues Battlestar Galactica CCG In the discussion on the Deck "Control Issues" by jvoodoochild United States
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Suggest replacing D'anna with Billy Press Secretary for slight improvements in mystic and offense potential.
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Posted: November 27, 2006 11:20 pm
 
Fire Control Battlestar Galactica CCG In the discussion on the Deck "Fire Control" by prohobo United States
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When they get around to adding the new Betrayal expansion to this site, you can speed this deck up a bit by switching out Viper 442 and Adama Patriotic Soldier for cheaper units.

I recommend Raptor 168 for sure (another 2-cost 1-power like Raptor 227). It might be worth including 1-2 Menacing Raiders too (4-cost 3-power with both Sniper and Strafe).
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Posted: November 17, 2006 06:14 pm
 
Fire Control Battlestar Galactica CCG In the discussion on the Deck "Fire Control" by prohobo United States
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Thanks for the comments.

I made this deck from the Wizkids website (it was a deck they had suggested). I too noticed that they values for bring cards out (COST) was high 3-5 with very little low cards.

Of course I never played before and needed to start out somewhere. My first game and I got curb stomp pretty hard.

I will work on making my own deck shortly.

Regards...
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Posted: November 17, 2006 11:47 am
 
Fire Control Battlestar Galactica CCG In the discussion on the Deck "Fire Control" by prohobo United States
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Before you can play this deck here, you'll need to edit it and assign the cards to sections. The system needs to know which card is your Base and which cards are the rest of your Deck. Otherwise you won't be able to find your base when the game starts.

Not bad card choices, but likely to get off to a slow start because of the lack of 2-cost Security units in the base set. I'd send Hold the Line (Persuasion blockers) or Rogue Squadron Emtrey (Logistics pilots and supply missions) against it.
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Posted: November 16, 2006 07:22 pm
 
Rogue Squadron (CorSec ed.) Battlestar Galactica CCG In the discussion on the Deck "Rogue Squadron (CorSec ed.)" by dare United States
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The inclusion of Crackdown (and Endless Task) instead of other more hard-hitting SEC events is intentional. I want to see if the 'cheapo' controls together with Tylium/MCs/Obliterate can address the slow Security start. The Crackdowns at least offer a better chance at pulling something that can be played on turn 1. I'll see what happens and then adjust.
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Posted: November 6, 2006 09:20 pm
 
Rogue Squadron (CorSec ed.) Battlestar Galactica CCG In the discussion on the Deck "Rogue Squadron (CorSec ed.)" by dare United States
sorth United States
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Crack down is a bad card. I would switch it out for another control card of some kind.

I like to se eobliterate the base being used, however its not a very good card. I would town down the missions and up the events.
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Posted: November 6, 2006 12:36 pm
 
Arrow in the Dark Battlestar Galactica CCG In the discussion on the Deck "Arrow in the Dark" by fattroll United States
sorth United States
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I agree with Joel,

The decks built well and i would have given it a 4 rating, however control is what rules this game, and its two easy to boost up all your units and the get arrested or downed pilot and then all your stuff is wasted.
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Posted: November 6, 2006 12:33 pm
 
Political Fury Battlestar Galactica CCG In the discussion on the Deck "Political Fury" by foreman Canada
sorth United States
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Rarely ever shoul you only run 1 of a card. right now you should be running 4 of each good card. drop cloud 9, and sneak attracks. Add more of there rare counter parts.
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Posted: November 6, 2006 12:30 pm
 
Celestra Pump Battlestar Galactica CCG In the discussion on the Deck "Celestra Pump" by danthrax United States
sorth United States
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I understand you idea here but looking at your units I don't really see how you are going to hurt them. yeah i get the POP and fury's but billy isn't an attack so that really only leaves you 4 units. I don't know maybe it will work but it seems like you need 4 less missions and 4 more personel/ships.
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Posted: November 6, 2006 12:28 pm
 
flapper's deck Battlestar Galactica CCG In the discussion on the Deck "flapper's deck" by viperflapper United States
dare United States
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Looks like it will be very hard to play with this deck.

Some suggestions.. don't mean to insult you; just offering you some pointers so you don't have to spend as much play time figuring out deck building:

Less than 50% of your cards are units (ships or personnel), and only units can be played as resources. So you're more likely to have trouble deploying resources and paying to play units & events.

You also have split resources (Logistics & Security), so that makes resource problems even more likely and more serious.

It would help to tip the card proportions more toward units and/or keep to one resource.

Finally, you can have up to 4 copies of each card, so you should probably consolidate things. Repeat a few useful cards 3x or 4x. You include a card 1x-2x when it's high-cost (4 to 6 resources) and it would be a waste to be drawing it all the time.
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Posted: October 30, 2006 07:01 pm
 
Arrow in the Dark Battlestar Galactica CCG In the discussion on the Deck "Arrow in the Dark" by fattroll United States
jvoodoochild United States
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I know this is a casual / silly deck design, but I would suggest the following:

Increase Apollo and Boomer to 4
Decrease V800 to 2

Which would you rather have a stack of a pilot, or another viper that will seldom see play?

Also Hunt for Tylium might be a good replacement for CAP, but CAP seems like a theme choice rather than a power choice. Same can be said for the base I guess.

-Joel
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Posted: October 27, 2006 10:33 am
 
Crashdown, Sensor Operator Battlestar Galactica CCG In the discussion on the Card Review for "Crashdown, Sensor Operator" by jvoodoochild United States
sorth United States
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yes i can see his uses in a multi player game. Espically a Pers. Wall deck like you have already. just pullin out more and more exc. Priv. over and over again. Sweet.

However, NEVER worth it in a 1vs1, just like you stated. I would have givin this card a 3 not a 4.
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Posted: October 20, 2006 02:05 pm
 
Logistical Nightmare (Multi) Battlestar Galactica CCG In the discussion on the Deck "Logistical Nightmare (Multi)" by jvoodoochild United States
jvoodoochild United States
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Both LE Apollo and Rare Gaeta produce Security, but cost Logistics to play. After retooling, I've bumped both up to four copies, since the first one I see will likely be used as a resource. Eight cards to feed three seems like a good balance to me.

Other changes in the re-tool are:
Totally reworked the Missions to fit the deck theme.
Replaced Tyrol and Six for more officers to support the missions.
Dropped the lower Mystic ships to make room for a full set of Advanced Planning (I don't know what I was thinking when I left them out)

-Joel
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Posted: October 19, 2006 12:58 pm
 
Hold The Line Battlestar Galactica CCG In the discussion on the Deck "Hold The Line" by dare United States
sorth United States
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WAY better, nice looking deck. I'd giev it a 4 rating now.
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Posted: October 17, 2006 03:06 pm
 
Fight'r Flight Battlestar Galactica CCG In the discussion on the Deck "Fight'r Flight" by sirrogue United States
sorth United States
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your running 12 missions (that all take personel) and only 12 personell. somethings wrong with that ratio.
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Posted: October 17, 2006 11:18 am
 
Fight'r Flight Battlestar Galactica CCG In the discussion on the Deck "Fight'r Flight" by sirrogue United States
sorth United States
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your running 12 missions (that all take personel) and only 12 personell. somethings wrong with that ratio.
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Posted: October 17, 2006 11:18 am
 
test deck Battlestar Galactica CCG In the discussion on the Deck "test deck" by theonefish United States
sorth United States
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Crashdown sticks, You only have 4 poli. so drop based on scriptures.(its so hard to get off) And you should run 4 executive privilege. And astral queen rocks.
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Posted: October 17, 2006 11:10 am
 
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