As the Rogue Squadron Cycle continues to develop, the excitement increases as it seems several new deck types are on the verge of being “competitive” going into the 2015 Regional Season. We have had a consistent flow of new cards and today it is time to reveal even more of the upcoming additions to the game!
Take a look at Command and Control, the Rebel Alliance objective set from the upcoming Evasive Maneuvers Force Pack!
The objective is a 5/1 with an ability, something not unfamiliar. Increasing your reserve value is never a bad thing, but it seems somewhat limited. In the early stages of the game, this is effectively blank. Towards the middle of the game you might have one or two Objectives in your victory pile, which could be really useful. In a 2 v 2 game, this number could technically also be higher, so that is worth considering.
Ultimately a solid ability that offers something a player desires, which is increased hand size. Unfortunately, the games where it is most useful are the ones where you are being successful so it might end up just being a ‘win more’ card. That said, it is not a negative so we will have to take a look at the rest of the set. Speaking of which…
The stat lines on this ship are incredible. It also has Shielding and a potentially useful ability. I will discuss that ability a bit more later, but for now due to how rare it is that we see three objective damage on a single unit, let us compare Independence to some older units. The most notable units that come to mind are Red Five and Moldy Crow.
Red Five is the kind of card that has tempted me on so many occasions during deckbuilding. Somehow, though it never ends up being ‘good enough’ for me to rely on it. With Independence you pay one additional resource and get so much more. It generates a resource, has a unit damage, has shielding, AND has an ability. Of course, Red Five has Elite, but the issue is keeping it alive long enough for that to matter.
As for the Moldy Crow, the Crow is one of the best units in the game. Unfortunately, it is in an Objective Set with some unfortunate cards that really limits its play. That said, it makes for an easier comparison because of how similar the stat lines are. Independence loses an objective damage, but turns an objective damage black and gets a black unit damage. It replaces Elite with Shielding and gains a resource. The Crow’s ability is insanity, while Independence’s ability is solid.
Among the three units, the Crow is the best unit, followed by Independence and then Red Five. The beauty of the Star Wars LCG though, is that you cannot judge a card in space (read: a vacuum)! We will have to check out the rest of the cards to really see what we are working with.
Oh baby, baby!
While the Moldy Crow offers two Ruusan Colonist for backup, Independence is backed by two Corellian Corvettes. As compared to other four-cost units, these are not lighting the world on fire (as compared to Luke Skywalker, Kyle Katarn, Ferus Olin, etc.). Even so, a four-cost Capital Ship with three health, all black icons, and an ability that draws you a card when it enters play is all sorts of interesting.
For starters, these pair very well with Independence. Of course, you cannot rely on having Independence in play to justify having these in your deck, so you have to wonder if there is some other way to get vehicles into play at for less resources… Hopefully at this point you are either thinking of Defense of Yavin 4 or are a new player to the game!
The objective (Defense of Yavin 4) lets you discard a card to reduce the cost of a vehicle by one. You can do this multiple times for the same vehicle, but you cannot reduce its cost to less than one. If you have Defense of Yavin 4 out, these ships are essentially a three cost unit (since you draw a card from playing them). Of course, in a 2 v 2 game they are even crazier since they draw a card for both players.
There is something happening here, but I am not quite sure what yet. Let us dive a little deeper and see what the rest of this Objective Set holds for us.
As a zero-cost enhancement with two Force icons, it is going to be tough for the Resupply Depot to disappoint. It is not limited (which is good) and features the Action as seen above. The ability to add combat icons is all sorts of trouble for an opponent. If they don’t block, a tactics or objective damage could be game changing. If they do block, a unit damage or tactics could be instrumental.
Surprisingly, this is the best card in the set. It works on all vehicles and can give you the extra punch or options at will. Paired with cards like Red Two (who happens to be in Defense of Yavin 4), this ability will create game winning scenarios more than any other card in the set.
Upon some consideration, this set has a very interesting design. The first three cards (the Capital Ships) all being units with such a high cost makes it seem like a set you would only want one of in a deck. I would fear dead draw with too many high cost units, but between this card and the ability on Independence I cannot help but feel this as a two of is going to be the baseline for a new type of deck…
Let us round out the set and we will talk about this ‘new deck’ a bit more after.
I’m a big fan of Supporting Fire. Being able to add edge cards after the fact is fantastic. That said, if the ability on the Corvettes was not enough to convince us that this set was good for 2 v 2, Supporting Fire certainly is. While certainly not a card exclusively good in 2 v 2, it is certainly more powerful in that scenario.
It also brings up the fact that Independence says each other ‘friendly’ Capital Ship, meaning each player could technically be playing Capital Ships for less. Some of the early 2 v 2 centric objective sets have fallen out of the 1 v 1 scene, but this seems like an objective that walks the line appropriately to be good in both formats.
As I mentioned above, it seems like this is the beginning of a new kind of deck in the Star Wars LCG. The real question is going to be “can Capital Ships really be a deck?”.
Capital ships are big units that pack a mean punch and should offer staying power, especially if Sith Control is the top deck. The deck should be able to win games fast, but might struggle to win edge battles. The risk the deck also runs is having too many high-cost units clogging your hand and not having the reducers or resources to put them into play. The deck also tends to be not great at stopping an opponent or taking the Force.
On a first pass, I am imagining a deck that looks something like:
2 x May the Force Be With You
2 x Defense of Yavin 4
2 x Command and Control
1 x Green Squadron Deployment
1 x The Rebel Fleet
1 x Rogue Squadron Assault
1 x Called to Arms
This certainly is not a “finished” deck, but it is where I would start in testing. May the Force could seem odd here, but the one thing this deck isn’t going to be good at is controlling the game and holding the Force. Having the option to attack with units and unfocus them to take the Force or have defenders could be critical. Ultimately, MTFBWY is just that good. Yoda is a solid option to have on the board to slow the game down and is your best shot at winning an edge battle.
I am sure there are a lot of interesting ways to build to this (including a pure Rebel deck), so where would you start testing with this new Objective Set? Is this objective enough to make Rebel Capital Ships a competitive deck?
I will be back next month with a preview of an Objective Set from the next Force Pack, Attack Run. In the mean time if you would like to automatically receive Force Packs and Expansions as they release, check out Covenant Subscriptions.
Until next time, may the Force be with you!