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Top 10 Zhik Uncommon Cards

I got two separate Submissions for the top 10 Zhik Uncommons list. Rather than picking one as better than the other, I figured I would just just include both lists in this article and let you all decide for yourselves which one you liked best. -- Editor

Wuppin's List

Zhikanni is not really well known for its powerful uncommon cards. The race has some of the best common cards in the game (Sinister Implant, Field Delegates, Alien Conscripts, Scrapyard Scavengers, etc.). Often times Zhikanni uncommons will be overshadowed by these awesome common cards. Still, there are several that can be very effective in competitive games. While I am happy to hear other people’s interpretations of these cards, I am going to go out on a limb, solo style.

Here are my favorites.

  1. 10. War Profiteering
    • This card is great during war time. You cannot go wrong when your planet is gaining build points every turn with no drawback. Your opponent is going to have to think twice before building a bomber too, since you profit even more from that! Of course, during peace time this card is of no value.
  2. 9. Invasion Fleet
    • This is the sort of card that can end games. Who needs citizens when you can have a massive, powerful fleet and this card? Of course, it only lasts until the ship moves away but in the case of a home world assault it won’t matter. This can also be used to take minor planets.
    • The biggest drawback of this card is that the ships have to already be at the planet when the card is played. Waiting that extra turn is not very impressive. Still, if you plan on having military domination then you will definitely want to consider this card.
  3. 8. Stasis Field
    • This card is awesome for throwing off an opponent’s plans. You can make their strongest ship stationary while the rest of their fleet enters into a now lopsided battle. You can make a single bomber at your home world immune to damage for a turn, protecting your base. You can even make your scout that is in hyperspace suddenly immune to damage so it can arrive at an enemy planet safely. Its not perfect, but Stasis Field has so many different uses I highly recommend considering it.
  4. 7. Negation Field
    • I personally really enjoy this card. It is not quite as good as Ruined Plans but can still seriously mess with your opponent. Play it on a ship and park it at the Star Chamber to really annoy Thrass and Ferrier players. It can counter mean Clave cards like Sabotage and prevent opponents from surprising you with certain weapon mods (assuming you are local to their ship).
    • While Ruined Plans is able to stop any opponent card it can also be disposed of using any opponent card, such as a Cyber Labs. Negation Field, on the other hand, is harder to trigger with a “junkâ€? card from your hand as the “junkâ€? card would have to be played locally to your modified ship. It’s a fun card. Try it sometime.
  5. 6. Impact Testing
    • This card has, in my opinion, one of the most entertaining lores in all of Star Chamber. That aside, it is one of Zhikkanni’s few ways to totally eliminate enemy persona. Its sort of hard to use due to is local ship and friendly planet requirements but is still invaluable in certain situations.
  6. 5. Treasonous Implant
    • This card is an almost guaranteed to net you 2 destiny. That is not worth the tech though. However, if your opponent is using some sort of high-influence hero like Archon Overseer or Field Commander then Treasonous Implant is going to net you some serious destiny. One way to ensure that you will get 6+ destiny from this card is to play Power Broker on an opponent’s persona at the Star Chamber, then play this card. Not too bad.
  7. 4. Engine Upgrade
    • This is one of the best uncommons in the game. Not only does it make any ship extremely mobile, it has some serious surprise factor built in. You can suddenly bring your cruiser across a 5-space jump to intercept an enemy ship. It is scary. However, since the slugs have so many other options to increase their jump distance (Timewalker, Fuel Reserves) and they have fewer capitols than other more military-based cyber races I put Engine Upgrade earlier in my countdown.
  8. 3. Infinity Drive
    • This card is so awesome for battle avoidance. It is cheap, it works extremely well, and it is very diverse. When it isn’t war time you can conquer planets with a single scout and a wad of citizens. If it is war time you can play it on a bomber and bomb amidst their fleet. This card alone makes it very difficult to blockade a Zhikanni player form the Star Chamber or any where else.
  9. 2. Lunacy
    • In my mind, this is like a Treasonous Implant except it is more reliable and has no duration. This card will net you 2 destiny per turn until they can separate the modified persona from others. I like to target stationary persona with this the most because it can really create a headache for your opponent. Just imagine having 3 of these going at the same time (under tough to create situations). 6 destiny per turn for next to no work! Pretty impressive. I really like this card.
  10. 1. Localized Disturbance
    • While most of my top Zhikanni uncommons are clearly up for debate I feel pretty strongly that this card is a clear “#1 pickâ€?. It can demod anything. It can get rid of counters. Seriously, eternal modifications, normal modifications, damage, accumulated counters or abilities (Archon Overseer or Supreme Legacy heroes)… all get wiped out by this card. There are more uses for this than I have time to list! One handy ability is to use it on your own ships to regenerate them back to full shields and hull at the end of the turn. Overall, this card rocks.

Cowboybeb17's List

Krebmart’s Top 10 Zhikanii Uncommons

(Tips for helping bring out the tricksy, sneaky slug in all of us)

  1. 10. Impact Testing
    • Going along with the great lore is the ability to draw 2 cards and getting rid of pesky enemy cits. Best used during turns 6-12 when your hand size is dwindling.
  2. 9. Slush Fund
    • Partner this card with Invested Dividends and you’ll draw your whole deck and have everything you need, when you need it.
  3. 8. Stasis Missiles
    • Knock that really big nasty Android Dreadnought out of battle, you’ll be glad you did. Or a scout because this card, like the Zhikanii, is totally random in its’ effect.
  4. 7. Taunting Decoy
    • goes good in scout fleets with it’s 3 jump, but also goes good in any fleet and can save your ships just a little while longer.
  5. 6. Negation Field
    • Nip those nasty entropy ship mods with this card. Everyone hates getting their damage calculations messed up by someone dropping a Xenite Missile at the last minute, so take the necessary precautions Zhikanii citizens.
  6. 5. Invasion Fleet
    • Remember Independence Day… Exactly. Hold that really important planet on the map with a lot of cruisers and this card.
  7. 4. War Profiteering
    • gain BPs by building bombers to blow up enemy citizens, always a good decision. So whatever cits you don’t use sinister implant or confusion on can bet attack my bombers.
  8. 3. Sleeper Agent
    • Sleeper Agent’s use is two fold. First, take an extra citizen from an industrial planet, change him to a hero on your HW and then take him to vote. Or destroy an enemy citizen and put a hero on your enemies’ HW and then cause havoc.
  9. 2. Brainwashing
    • It’s like bribery without have to spend the money. Brilliant. High tech cost, similar to the card Bribery, but use it to steal a great leader or voter in the end game.
  10. 1. Lunacy
    • Gain back valuable destiny with Lunacy. Play it on your opponents citizens when they are at the Star Chamber. Your opponent will either take everyone with him or leave everyone behind, either of which accomplishes your objective.
Black_Dawn Aug 4, 2007
I agree far more with Cowboy's list. Stasis Missile has won me many a game. Can't agree with the lack of Localized Disturbance on his list though... that card rocks.