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X-Wing Wave 6
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Beautiful tokens for a beautiful community. A huge thanks to all of the X-Wing players that make TC what it is.
Check the official Squad Token page!
Battle of the Green Fork is what I lovingly refer to as a floater. The theme is cool, but the chances of it seeing play in the super-stacked event slots of Lannister are exceedingly low. We know that Clansmen decks can reach absurd levels of military claim, and there’s something about getting two military challenges with that kind of destruction that is appealing. The problem is that this has always been possible with any number of other epics. The only difference is that unique Clansmen gain Melee. I really can’t imagine this ever mattering much. Even if it weren’t restricted to unique, I’m not sure it would be lighting the world on fire. The next card though…
Gunthor Son of Gurn is the dreamy Clansmen we’ve been hoping for. Not only is the art fantastic, but his ability is simply the lynchpin of synergy that Clansmen decks are going to absolutely love. Clansmen decks have always been about balancing card draw with “less cards in hand” effects, and a myriad of “discard a card from your hand to do X” abilities fuel the Clansmen assault. With Gunthor, you can use all of those discard abilities to your heart’s content, and then simply draw all the way back up, and then potentially even use them again! This is a phenomenal hand management tool for Clansmen, and may well tip the scales on the archetype.
For Lannister as a whole, Gunthor will probably see play, meta-depending. Churning out all of your kneel events and effects only to use that leverage to refill your hand simply can’t happen if an opponent wants to win. But can they stop it?
There’s certainly more goodies in The Valemen, and if Gunthor is any indicator, they’re worth picking up! You can always find every chapter pack on our store, and we’ll send The Valemen out to subscribers whenever it arrives!
Tyler proves that Force Tokens get you to the Finals!
After one of the more incredible games of Star Wars last match, Mick and Tyler switch sides and play for the title!]]>
Steel Legion Chimera brings a phenomenal ability to the table, and creates an Astra Militarum that uses the classic “brick wall” strategy. Rockcrete Bunker is already a staple for most Astra decks, and with attachments like Bodyguard and Hostile Environment Gear, Astra’s defensive strength is already well-known. Now that the Chimera can roll in and prevent damage, battle math becomes even more troublesome. Naturally, the Chimera becomes the initial target, which can often be significant enough on its own, but let’s not forget the Dozer Blade, a Hardpoint (not Wargear!) attachment that increases the Chimera’s hit points to 6. I can feel the slog already. Buffed Ratling Deadeyes are no longer easy targets, and those cheap Orks and high-quality Space Marines get so much more mileage. Everything is correct here. It’s well-costed, full of flavor, and quite useful to the faction. Yes!
Tallarn Raiders add to the slew of units in the Warlord Cycle that carry the “+2 ATK while at a planet with a Warlord” text, and the Raiders are likely the best version yet. Anytime you can get a command icon in the 1-cost slot, it’s worth investigation. That the Raiders also bring 2 health, the Soldier trait for various Astra synergies, and gain 2 attack when it matters means they’re the full package. This is a worthy consideration for the 1-cost slot of any deck.
Staging Ground steals the show though. It’s unbelievable. The math alone is silly. The effect timing is extra silly. It’s all around silly. So much love for this card. Drop it during deployment to stall tempo, then, even if you just use it right there, you’ve profited. But you won’t just use it right there…you’ll wait. You’ll wait until the end of the deployment phase when your opponent looks to be winning a big Command Struggle and *boom*, put a unit there. You’ll wait until a critical time in a battle, when every unit is exhausted, and then drop in a heavy hitter. And you’ll be doing this every turn. Is this a Space Marine card or what? Expect to see 3x Staging Ground in a lot of decks, maybe even with Ammo Depot for classic blender-style swarm.
So, there’s a taste of Zogwort’s Curse. If the other factions get anything remotely close to this, the game will change dramatically!
Brienne of Tarth is such an interesting card, but one that feels a huge amount of pressure from the classic “the other version is so good” Thrones dilemma. She comes in at the always-desirable 2-cost, and her 3STR with a single icon is fair, especially with the War crest. Mono icons are becoming more and more interesting due to the “cannot defend with more than one icon” weenies from the last cycle, so in certain metas it could certainly act as a boon. She brings both the Rainbow Guard (a theme gaining synergy this cycle) and Lady trait to the table, and is “considered to have the Knight trait”, which as far as I can tell just means that the trait is more vulnerable to Meera and other “except traits” blanking effects. So far, so good.
Thrones is all about characters that bring more than stats to the table, so it all really comes down to her Limited Response. It sports a similar effect to classic “cannot trigger effects” Brienne, but restricts the scope to events while widening the duration to the entire round and the trigger to “kneel” instead of “attack”. In exchange for the drastically wider effect, it has a conditional counter built in, one that is pretty easy for an opponent to satisfy most of the time. Where this ability shines is in the first turn of the game, before any power has been accumulated, and in heavy control matches that don’t win challenges and amass power until they’ve wiped the board. Holding back in order to Bleeds? Brienne stops it completely. Running a burn deck that needs its events to gain the advantage? It will never happen if you’re powerless. Fall behind in a back and forth style game? Brienne’s first challenge or even a random Marshalling kneel effect will keep your game-turning events from being played.
Good enough to replace classic Brienne? Tough call. If nothing else, she’s wayyyy more fun in Melee!
Offer a Peach throws more bizarre power grab events into the game, and I’m not sure it will find a place in any kind of standard Baratheon deck. The conditions are steep – winning Dominance, having standing characters, and having at least 3 plots in your used pile – and the payoff is a bit of a whimper in all but the most ideal circumstances. We can solve the first condition easily enough with The Iron Throne, Vigilant, or any other basic Bara plays, and the second condition is similarly solved. The third is a bit more awkward. My initial reaction is Power of Faith, but I’m not sure it’s worth delaying your Power of Faith until the fourth or fifth turn. And again, what’s the payoff here? A few extra power? When will that be worth replacing more critical events, like Confession or Nightmares? It’s a rush effect that can’t be played early game…unless…
It’s everyone’s favorite solution to lackluster cards – break them with Maesters! Plot cycle until you’re getting 5-6 power from the event, hope it doesn’t get cancelled, and vastly accelerate your win condition. Is it possible? Is it worth it? I’m afraid I just don’t have the answer.
Regardless, don’t miss the farewell tour of First Edition by skipping out on this final cycle! A Deadly Game will be sent out to subscribers as soon as it arrives, and will also be available on our store at that time. Enjoy it while it lasts!]]>
The Repair Krew starts with a pretty standard stat line. As a utility piece, the most important asset is Health, and 3 Health for 3 Cost is acceptable. A single command icon keeps him relevant beyond his ability, and the 2 Strength is an unexpectedly nice option to have, even if it will only be used in a pinch.
With cards like this, though, we all know that the ability is make or break, and what we have here is an incredibly useful and forward-looking effect that means the Repair Krew is likely to stay relevant for many metas to come. Using any “exhaust” ability more than once is always the kind of thing that can create crushing synergies and combos, and we’ve seen this demonstrated over and over in many of the other LCGs. That the Repair Krew brings this ability to the table in a straightforward package capable of sitting on far planets, triggering itself, and winning command struggles means it’s a card for Ork players to consistently keep an eye on. Its current synergy with Kraktoof Hall and even Tellyporta Pad should excite every Ork player.
The Ammo Depot continues the Ork utility push with a unique opportunity for card draw. Keeping your hand full of shields, units, and tide-turning events is critical in Conquest, and decks with cheaper units and lower command ratios often burn through their cards after the first few turns. The Ammo Depot changes this math, and allows Ork players (as well as Astra and Chaos allies) to play to lower curves and implement more sustainable “rush” strategies. Even without this kind of focused build, Ammo Depot is a valuable asset given that its cost of 1 and non-limited status allow it to successfully delay your true intentions during the Deployment phase. When used in multiples, or when backed up by the Repair Krew, expect Ork deployments with low quantity hands that simply keep churning. That its action is universal instead of limited to a particular phase is simply icing on the cake, as a hand recently depleted of shields during a critical conflict can begin to replenish itself.
Both the Repair Krew and Ammo Depot help to fill out the fundamentals for the Orks, and both Astra and Chaos should look to the latter for new strategies.
Gift of the Ethereals will ship to our subscribers as soon as it is released, and will be available on our store at that time. Don’t miss it!]]>