→ STAR WARS ARMADA
→ A TIME FOR WOLVES
→ THE THREAT BEYOND
→ THE LOST REALM
→ THE VALLEY
Check out the newest Hex from the Faith and Fear Saddlebag, Mirror, Mirror.
This Hex is insane! The power to increase or decrease bullets is one of the most potent abilities in the game, and this card does both at the low cost of one ghost rock! This card isn’t going to fit into your standard Fourth Ring deck though. Its inclusion increases the lower side of your draw structure, which means that you’re less likely to succeed at Hex pulls. In my Hex deck construction I’ve only been including one lower value Hex with all of the other Hexes at a value of 10 or higher.
I think this card could be absolutely devastating in a Sloane Gang deck. 2′s are already a vital part of your draw structure, and the bullet bonus helps you get the straight flush or full house that you were already shooting for. It’s especially easy to work into this kind of deck because the difficulty level of is very low. Having a Huckster with a Huckster value of 1 or greater and proper deck construction will make this Hex a breeze to cast.
Another great place for this card is in a Morgan Cattle Co. deck. Lillian Morgan is a card that has fascinated me since its release. Not only is she a beastly amount of influence, she’s also a Huckster. Lillian makes this spell almost impossible to fail, lowering the difficulty by two. Lillian is also a 0 draw, which is normally ‘the worst’ bullet rating, but is perfect in this instance. She will always benefit the maximum amount from both effects on this spell. She can either rise up to the best dude in the opposing posse or she can deny your opponent his or her bullets.
This Hex is going to be crazy. It’s really going to help bring non-Fourth Ring Hucksters to the center stage and let them show their true worth. Be sure to keep checking our website for more previews in the coming weeks! If you aren’t already, you can become a Covenant Subscriber to have Saddlebags and Pine Boxes automatically delivered to your door. You can also pre-order Faith and Fear, if you like that kind of thing.
Imperial Assault Singles
Ready For Takeoff
Star Wars Armada
Check out this exclusive peek behind the pulpit at a high-profile healer, Rev. Perry Inbody!
There’s a lot about the Reverend that makes him seem like a simple man, at least at first. He’s a three cost, zero upkeep Law Dog with a zero draw rating and no influence to his name. As any Law Dog knows though, these are just the kind of stats you’d expect from a dude who’s tryin’ to stay off the radar!
He is also Blessed 2, which means we’ve got a new mechanic called Miracles. Much like Hucksters and Mad Scientists, the Blessed skill level is the amount by which you reduce the Difficulty of performing a Miracle. It’s tough to say much about miracles, because we don’t know many of them at the time of this writing. However, when compared to current Huckster and Mad Scientist values, 2 is definitely on the high end. For now, let’s assume that this is as good a rating as I expect it to be!
Most importantly of all is his Noon, Boot action. The action requires him to boot and perform a Blessed skill check of Difficulty 9. Because of his Blessed 2, you only need to draw a 7 or higher from the top of your deck. Assuming he succeeds, he unboots along with your choice of a Law Dog at his location or an adjacent location.
This. Is. Fantastic!
Considering him in the context of a deck that has no miracles, he still has a good reason to be making Blessed checks. Unbooting a dude is one of the strongest effects in the game, probably tied with the ability to boot your opponent’s dudes. If he gets a horse, he becomes insane. He can literally go anywhere and unboot a dude of your choice if you pass the test. That’s bananas-level crazy.
At three ghost rock and no upkeep, he is going to be a major, major asset in starting posses moving forward. He has a drastic impact on the positioning in this game. We haven’t even really started talking about Miracles, but when there’s a Blessed 2 dude starting on the board, those Miracle slots become very easy to justify.
What do you think of the Reverend? I’m completely, utterly sold on him. I’d love to hear what you think in the comments!
Be sure to check back for more previews right here on Team Covenant and from others in the coming weeks! If you aren’t already, you can become a Covenant Subscriber to have Saddlebags and Pine Boxes automatically delivered to your door. You can also pre-order Faith and Fear, if that’s more your kind of thing.]]>
We start with a 5/1 objective, the standard. It does have the ‘Death Star’ trait, which I’d love to see developed at some point. It offers an interesting Action, focusing the objective to return a target Black Squadron card from your discard pile to your hand.
At current, there aren’t a ton of Black Squadron cards in the game. This exclusive list includes Backstabber, TIE Advanced, Black Squadron Pilot, and Vader’s TIE Advanced. We’re getting a whole cycle for vehicles, so I expect this list to be much larger by the end of this cycle. That said, there are no obvious synergies unless they exist in this objective set. Getting cards back isn’t typically bad and it could be used to cycle a card like Vader’s TIE Advanced for its edge icons each turn.
While decent, the ability isn’t immediately game changing. Let’s hope the objective set itself has much more to offer.
As a character, Mithel isn’t lighting the world on fire. I wouldn’t pay three for this unit unless he was my only option, so I’ll go ahead and jump to the pilot ability.
As a one cost enhancement offering the ability to remove a fighter from an engagement, I LOVE it! Being able to block units like Yoda from May the Force Be With You and not risk losing the unit is huge! At worst it lets you play cards into the edge battle without risking a unit. If you win the edge battle, you can strike with the unit and then pull your Fighter out of the engagement. If you lose the edge battle, you can focus Mithel to save the Fighter. This is brutally awesome.
It also makes me like the objective ability a bit more. This is definitely a Black Squadron card I would want to be able to get back, especially if I dropped it into my discard pile with Vader’s TIE Advanced. Speaking of which, getting the icons on this unit on Vader’s TIE Advanced would be a very solid exchange… I also see it pairing well with the already spoiled Baron Fel and Precision Flying (from Superior Numbers). Having edge on Fighters and including them to win an edge battle, then removing the Fighter to go again with another squadron of units is so awesome that my teeth hurt.
I don’t want to get too theoretical here, but I am a huge fan of Mithel as an enhancement. That’s a really useful ability that can save important units from getting removed. Let’s continue.
Sorry, while I was freaking out about how good this card was I threw anything I could at my keyboard and that’s what came out. This card is UNBELIEVABLY good. Dark Side vehicle Protect is enormously important. The fact that it comes on a three health unit with black unit and tactic icons is bizarre. But wait, there’s more!
We also get awesome traits with Vehicle, Fighter, and Black Squadron? Surely that’s it… right? Not even close! While it’s piloted, you prevent the first point of damage it would take each phase. So you protect two damage on something else and this unit ultimately takes one… I can’t help but want to start yelling really loud. This is so good it’s hard to convey just how good it is in text.
Also, let’s also not forget about that small, little ability on the objective. The one that let’s us get Black Squadron cards back. Hopefully you’ve connected the dots, but once your opponent finally gets rid of this unit you can just bring it back?!? I’m not even think about having an Escort Carrier on the board either, because then I’ll have to throw my computer…
What’s hilarious is that seeing this unit might take some wind out of the excitement of this set, but it shouldn’t. While the TIE Advanced isn’t as flashy as Mithel or Black Two, this is actually exactly the card I want in this slot. It’s a great two cost unit that continues the synergy with the Superior Numbers objective set (where Escort Carrier hails from). Having three units in this objective set is perfect and increases the number of Black Squadron units that are possible to recur in the deck.
Surprisingly happy with this being in this set!
I liked this card a lot when I first saw it, but the longer I think about it the less significant it feels. It has a lot of great things going for it, including the fact that it’s not restricted. More importantly though is the fact that it’s a Sith resource, which isn’t common. On top of that, we get an ability.
It’s ability, reducing the cost of the first pilot each turn, seems extremely powerful at first. IF you can play a pilot worth playing each round, it actually becomes fantastic. My biggest concern, due to a lack of knowledge of the cycle, is just how many worthwhile pilots you’re going to have that you want to play on your turn instead of bringing them in through cards like Stay on Target… speaking of which.
This card is fantastic. Two edge icons and the ability to drop in a pilot is great. There’s not much to say but how awesome this card is. Back to the resource though, it’s going to be hard to know how useful that is until we have a better idea of what pilots will exist and just how useful they are in the game.
This objective set, combined with the previews that FFG posted from Ready for Takeoff have me so Ready for Takeoff (get it?) I can barely stand it! This objective set is a great addition and gives serious teeth to rush decks for the Dark Side, which is really exciting. This is just a first pass at building a list, but I already know the exact deck I’m trying out the moment this pack arrives. Here is the deck.
Affiliation: Imperial Navy
2 x Black Squadron Assault
2 x Black Squadron Formation
2 x Kuat Reinforcements
2 x The Empire’s Elite
2 x Superior Numbers
The synergy in this deck blows my mind. My biggest concerns are that I don’t have a single Twist of Fate in the deck and I don’t have any target removal, but I’ll leave those cards for control decks! This deck is about winning as fast as you possibly can and with all the excitement for this deck, I’m ready to fly right out the door.
What do you think, can this deck outrun the current Jedi control builds? Do you like this objective set? Will Dark Side rush decks be a legitimate contender going into regionals? Are you Ready for Takeoff? I’d love to see your thoughts below in the comments.
If you aren’t already a Covenant Subscriber, you can sign up to have Force Packs, including the rest of the Rogue Cycle, delivered automatically for $15 a month (including shipping)! You can also pre-order Rogue Squadron Force Packs.
Until next time, may the Force be with you!
The cost of inventing a Gadget is quite high. When inventing a Gadget you take a Noon Shoppin’ action to declare an attempt to invent a Gadget. You boot a Mad Scientist, pay the cost of the good, and then draw from the top of your deck. After subtracting your Mad Scientist skill level from the Difficulty printed on the Gadget, you’re looking to get a value on the draw that meets or exceeds the Difficulty.
If you succeed, you play the Gadget on the Mad Scientist. Otherwise, you discard it. With the additional cost of booting a dude and the potential for the invention to fail, Gadgets can be very difficult to build around or with. A Gadget deck requires you to play high value cards if you want to be consistent, and given those limitations the Gadget abilities have to really be worth it.
With a cautious eye towards Gadgets, let’s take a look at our exclusive preview for today: The Clown Carriage!
This card has two interesting abilities. The first ability lets you React, Boot (the Gadget) when forming a posse to have the dude the Gadget belongs to and any unbooted Abominations at his location join the posse without having to boot. One of the key elements of Doomtown is movement, so I always LOVE abilities that let me join posses without booting. I’m already liking this card!
The flavor of the card is fantastic. I’m imagining a Mad Scientist and his posse of clowns recklessly speeding around town, hopping out of their carriage and causing carnage. In the right deck, this wrecking ball of clowns could cause some serious pain and much like a Sloane or Alice build (my favorites), create serious issues in town square for your opponent.
The second ability is a Shootout, Boot action allowing you to play an Abomination from hand into the posse! While you have to pay all the costs, a surprise Dude when you need it is game-changing. It also gets more Abominations on the board for future uses of the Clown Carriage ability!
Of course, the first Abomination to come to mind is The Ghostly Gun! I’m always trying to find a way to use him, and dropping him in suddenly to dominate a shootout seems like a reasonable option. He costs seven though, so it might not be all that worth it.
A more reasonable example is The Brute. Offering a solid two-cost surprise that can soak up several casualties when an important Dude gets pinned down by an opponent could be a game changer. If you have initiative, Tyxarglenak could be a brutal two-stud surprise that prevents your opponent from dropping Sun in Yer Eyes, Pistol Whip, or Pinned Down on your Hucksters.
The Clown Carriage, as far as Gadgets go, is one of the best so far. It’s not unreasonably costed and offers two potentially abusive abilities. Since it is practically made for The Fourth Ring at the moment, the difficulty check is something that is already going to get passed in most decks, and as a high value itself, it fits into their draw structures. It’s only going to get more interesting the more Abominations that are added to the game.
What do you think? Does Clown Carriage make a new deck viable? Does it slot into any current The Fourth Ring Builds?
If you aren’t already a subscriber, you can become a Covenant Subscriber to automatically receive Saddlebags and Pine Boxes in the mail! You can also pre-order Faith and Fear if that’s more your speed. I’d love to hear your thoughts on this card in the comments below!
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The Data Tokens They’re Using
First up, Tim’s Gagarin v. Steven’s Edward Kim!
It’s the second game of Order & Chaos Fight Night, and this time Tim’s Edward Kim stares down Steven’s Gagarin. Will there be enough barriers in Kim’s way to keep him from finding Weyland’s true agenda?
Down 0-2, Steven attempts to claw his way back into the series with Maxx, but Tim’s Argus Security is prepared for the infiltration!
Tim’s MaxX takes a peek at Steven’s Argus Security. Will she destroy the servers before her apartment blows up?
It’s all tied up moving into the final games of the series! Tim’s Titan Transnational claims to provide The Way Forward, but Steven’s Valencia is determined to expose the secrets within.
It’s 3-2 in Steven’s favor! Can his Titan Transnational defeat Tim’s Valencia deck to clench the series? It’s one of the craziest games yet!
Tim and Steven are completely tied, on their way to a critical Game 7! Steven chooses Anatomy Maxx while Tim plays Gagarin. Join them for the final match and an extended Order & Chaos dialogue.]]>
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