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!
→ HOUSE OF TALONS: http://goo.gl/156Ax6
→ BREAKER BAY: http://goo.gl/YHWw6w
→ TREASON OF SARUMAN: http://goo.gl/C74soL
Let’s take a peek at what the Space Marines have to look forward to!
Space Wolves Predator is the first unit that has put me squarely on the floor. It’s expensive, yes. But man, it just wins games and it isn’t loyal. Pay 7, win game. Better hope you can cancel that Reaction. It’s crazy! Crazy! I mean, imagine even one turn of a guaranteed planet win no matter how many units your opponent has sitting in HQ? A guaranteed “No Enemy Warlord” turn? And for the entire round! Not even shenanigans get past it. I haven’t played Conquest competitively enough to know if it will have a realistic impact, but this is a red flag card. Anything that so powerfully defies the core mechanics of the game is worth looking into.
Primal Howl gives more fuel to Ragnar Blackmane, and stacks up some pretty tasty synergy. You can reliably trigger it with the Space Wolves suite, and it’s 2 shields which drastically increases its versatility. Love this card. Why it has “Max 1 per round” instead of “Limit once per round” (as is the standard) is a head scratcher.
Hallow Librarium is the kind of card that you look at and think “ew, conditional, this isn’t good”. But then you keep thinking and you try to figure out what you’re missing. Then you start to imagine the implications of this card on the board. The first important consideration is that it is, unlike its sister Catachan Outpost, persistent until the end of the phase. That -2 ATK stays until the end of the battle, so it’s really much more crippling than first thought. It gives you an out in those 1 v 1 and 2 v 1 slogs, turning them into routs. In addition, it can create problematic deployment decisions for your opponent, as the first planet becomes surprisingly winnable in most cases. This card functions similarly in my brain to Archon’s Terror and the like. You’re basically removing a unit from the battle with the added boon of also killing it while it sits there staring at you. It’d be really cool if Astra could chain this effect over and over with something like To Arms! or Allegra…
If you needed a reason to get the next pack, Descendants of Isha, hopefully you now have it! Wild times in Traxxis, for sure. You can grab a copy from our store or subscribe to have them automatically delivered. Enjoy, guys!]]>
Order all things Imperial Assault!]]>
A truly fantastic card, especially of course for Clansmen, as the ability plays to and fills in one of the greater holes in the decks that utilized the trait.
If you didn’t know, Clansmen feature a large number of cards that have strong abilities with costs that are paid either partially or in full by discarding a card. Even with the numerous cards these days that can help keep plenty of cards in your hand (even within Lannister decks), it’s still a challenge to have enough cards for both playing and for use with these kinds of Clansman abilities. Crawn Son of Calor is a big help, but his ability puts characters directly into play. These Milk Snakes can get those same Clansman cards directly into your hand, allowing a cycle of recurring Clansman cards that continuously fuel the potent effects that make the trait worth running!
This ability is wrapped up in a 4 cost character with two icons, two beneficial keywords, and solid traits, making it a winner winner chicken dinner all while being unique to keep the recursion from getting too bananas. Fun and balanced, sounds like a good time!
No, Saruman didn’t go commie, it’s just a hand of a different color!
Anything that increases your income is excellent, make no mistake, but this one also comes with an amazing added benefit of increasing your draw cap! And any Lannister player will be able to tell you that such a prospect is worth (almost) all the gold in Casterly Rock!
Though you have to not be running an agenda to gain this awesome second perk it’s not hard to find a worthy deck that will make room for this card for what it does at such a low cost (start with any of the past two No Agenda Worlds Champion decks…). Worth noting too that though an attachment without the Setup keyword, it will be a much safer attachment than anything played onto a Character or Location. Keeping this card unique prevents abuse as well, as too many cards is just as vexing as too few, but for different reasons!
Keep your eyes on Team Covenant as we continue to bring you previews and spoilers for all the games you love! If you’re keen on getting this particular pack for yourself, you can pre-order your very own copy here or sign up for our subscription service that will bring a near-literal stream of cards coming to your front door without so much as a second thought!]]>
Data Tokens & Click Trackers
After a close first game, Sasha faces Ryan for a spot in the Finals. Stealth Andy has been strong this season, but will it be enough to overcome the static economy advantage of Engineering the Future?
It’s the finals, where Jeremy and Sasha meet once again. Jeremy only needs one win to take it home, and his Grail Replicating Perfection has been on fire. It’s up to Sasha’s Andromeda to keep hope alive.
It’s the comeback story of the century. Can Jeremy’s Kit finally put Sasha to rest? After a close first encounter, this final game is sure to be a stormer.]]>
Today I’ll be revealing and discussing the upcoming Jedi objective set from Draw Their Fire, The Survivors.
With art that awesome, it’s unlikely this would be a standard 5/1 Jedi objective. On top of the stats we’ve come to expect, it offers a powerful Interrupt allowing a player to prevent a damage to a unique Jedi Character once per turn.
WHAAAAAT?!?! (in my best impression of a Lil’ Jon scream). This ability is fantastic.
In case you didn’t know, I spent the first year and a half of this game’s life attempting to make Jedi viable. Eventually, May the Force Be With You (MTFBWY) released and the Jedi became the affiliation to beat. MTFBWY (the entire objective set) was everything the Jedi needed and more to build first tier, competitive decks. Had The Survivors released before MTFBWY, I believe it would have been enough to make Jedi a serious threat.
In the early days of the game, the Jedi could dominate the Force, control the board, and win edge battles… but this wasn’t enough. The biggest problem they faced was consistency. With a dependency on higher cost, individual characters they were simply too likely to have an awkward draw in the early to mid game, or to watch Yoda (Core Set) get choked out (Vader + Force Choke) right after playing him.
This objective is excellent with all of the currently played Jedi objectives, but it is also a significant booster for a number of lesser used ones. I’m very excited to dive into the rest of the objective set to see if this could truly shake up the game!
The man, the myth, the legend. Previously found offering guidance in Heroes and Legends, this four cost unique Jedi is about what you’d expect stat wise when paying his cost. Three Force icons, three health, solid combat icons, and solid traits. What you also get, though, is the best keyword in the game. Protect. In addition, you get a Reaction that synergizes wildly with it.
All of this makes him easily one of the Jedi’s most useful units to date. He makes offense a huge problem for the Dark Side with his combination of unit damage and Protect + Reaction. His greatest weakness is his lack of Elite, but I’d say the trade off is well worth it. This objective set is already good enough to see play, but let’s dive a bit further!
You know, you might look at this guy and think ‘vanilla’ or maybe even “man, this guy looks like he might be getting into some trouble’. I’m sitting here thinking the Sulon is actually just what the Jedi ordered and he’s going to have no trouble getting by these Stormtroopers. You see, his greatness lies in his lack of greatness… Wrap your mind around that!
Here’s the deal, this could have easily been a Ruusan Colonist. It’s not that I mind being reminded of Brad Pitt occasionally (in fact that’s one of the better features of the Colonist), but it’s the objective damage that is the real winner here. If I learned anything endlessly pursuing a way to win with Jedi, it’s that the one thing you have to have is objective damage… and characters… and resources… and this guy is all three!
Surprisingly great fit in this spot and I’m continually impressed with how this tier 2 slot is doing work in the new objective sets!
There are some less-than-exciting lightsaber forms in the galaxy, particularly the part of the galaxy where the Star Wars LCG lives. That said, the Shien form is no joke! This is a two cost enhancement with an Interrupt directly from the deepest bowels of the Sarlacc.
The issue with enhancements on units, particularly ones that require a Force User, are that you have to spend so many resources on a single unit. There are a limited number of turns and resources available throughout a game of the Star Wars LCG, so it can really be risky to invest even more in a unit like Luke or Yoda or Obi-Wan. The difference here is that Shien Training protects itself against most direct control (less cards like Sith Lightning) and actually offers a solid amount of control itself.
Imagine for a moment that you attach this to Luke (of almost any variety) and attack. This makes the idea of blocking terrifying. This is exactly the kind of thing the Jedi need. With few units who need to get a lot done, they have to be able to force the issue for an opponent and this enhancement lets them do just that.
Inversely, it’s also phenomenal on defense. Imagine this scenario (and this will happen), on your first turn after Refresh you play Yoda, You Seek Yoda to play Yoda (MTFBWY). You discard a card during the Draw Phase and draw two cards. You play Shien Training on Yoda and attack. If they weren’t likely to block before, they sure as heck aren’t blocking now. You go to the Force Phase and commit Yoda, unfocusing him with MTFBWY. Now you have the Force and one of the most bizarrely frustrating units ready to block, and if he takes damage he can send it back your way…
This enhancement is the real deal. It pairs very well with A Hero’s Trial and any good Jedi units, meaning this objective is getting better with each card. Let’s keep on moving!
I’m really happy to see this card getting into another objective set. If you’re surprised by the word ‘another’, this card was originally in Last Minute Rescue. Some things should never be forgotten, like this fantastic card. Of course, if you were trying to make Jedi work in the early days of the game this may or may not have been an objective in a deck you took the first National Championship, but who is keeping track of these kind of things anyways? Right? Right… *nervous laughter*
Seriously though, this card is all kinds of awesome. Two Force icons and an event that can absolutely change a game, what’s not to love? This card can provide unseen offense or defense and can even guarantee you the Force Struggle. Knowing they can’t focus Yoda enough to prevent you from playing this and keeping the Force is rather nice. Also being a decent edge card if necessary, this is exactly what an event ought to be.
Had this been Twist of Fate, I don’t know that I could have freaked out enough. As it stands, we get a two Force icon Protection. The more times I have a deck with Protection in it, the more I’m finding that I drastically underrated this card when it first came out. I’m a big fan of what this allows you to do and think it’s a solid include in this objective set.
The Survivors is fantastic. It pairs well with almost any deck I can imagine and probably some that I can’t. I think it works well as a single objective set include and I’ll definitely be trying it out in my deck from Store Championships. I also think it goes well as a two-of in decks and can really be a lynchpin for certain styles of play. I’ll be looking to test that out as well.
What are your thoughts on this objective set? Do you have any builds you’re already planning to test with this?
If you’re not already a Covenant Subscriber, you can automatically have Force Packs like Draw Their Fire delivered to your door as they release for just $15/pack! You can learn more on the Covenant Subscriptions page. You can also order Draw Their Fire if you don’t already have it headed your way!
Until next time, may the Force be with you.
Order your Squad Tokens!
Order your Templates!
The second game of the Top 4 from Tulsa’s X-Wing Store Championship between Jon Cleaves and James Hobbs! Han and Corran see both sides of the table, but only one build can be victorious!
James Hobbs and Gavin Norman compete for the title all the way from Tulsa, Oklahoma! It’s classic two-ship Rebels v. Imperials, with Corran, Han, Chiraneau, and Whisper crashing through space! Check it!]]>
Check out this new outfit from the Faith and Fear pine box!
This outfit is fantastic!
This deck makes gadgets just plain scary! The most ‘balancing’ part of gadgets in the past was that the inventor had to boot to invent it. No more! Not only does this outfit unboot the inventor, it ‘reduces’ the cost of the gadget by one ghost rock! All of this for the low low price of two harder difficulty… This downside is going to really make deck construction very interesting.
Here is a list of gadgets currently in the game, their value, and their base difficulty:
Auto-Cattle Feeder K♥ Difficulty 7
Auto-Revolver 7♥ Difficulty 7
Ballot Counter 4♥ Difficulty 3
Flame Thrower 8♥ Difficulty 8
Force Field 8♥ Difficulty 5
Holy Wheel Gun 6♥ Difficulty 5
Mechanical Horse 9♥ Difficulty 5
Plasma Drill 5♥ Difficulty 8
Telepathy Helmet 3♥ Difficulty 5
Teleportation Device 10♥ Difficulty 6
Clown Carriage J♥ Difficulty 8
Bio-Charged Neutralizer Q♥ Difficulty 9
QUATERMAN 3♠ Difficulty 5
If you analyze this list you’ll notice that almost all of the gadgets are a fairly low value, and that the difficulty of the gadgets are, on average, higher than or equal to the value of the gadget. This means that you’re definitely going to want to have a Mad Scientist with some ‘mad’ skills.
Kyle Wagner would be a great choice for this deck. His skill value of two is huge for this outfit’s ability, giving you a much better shot at actually inventing your inventions.
Getting a ghost rock for inventing something is a pretty significant ability, but the most important part of this outfit is the unbooting of your Mad Scientist. Not only does this allow you to invent a Bio-Charged Neutralizer and then move around town causing a ruckus, it lets you invent two gadgets in the same day!
I think it’s also worth noting that this outfit doesn’t trigger on gadgets alone, it triggers on any skill check. This doesn’t really affect the game as it stands, but it could open up some interesting Morgan Hex or Miracle decks in the future!
Be sure to check back for more previews right here on Team Covenant! If you aren’t already, you can become a Covenant Subscriber to have Saddlebags and Pine Boxes automatically delivered to your front door. You can also pre-order Faith and Fear!]]>