| |
|
Can't Touch This
By C.
J. Williams
In a dark corner
inside Jabba's Palace stands a guard by the name of Tamtel Skreej,
with a bladed force pike in hand and wearing protective gear studded
with bones. At that moment, one of Jabba's other bodyguards goes
to stop someone at the door and is quickly thrown to the ground
as a menacing roar sounds. In walks a masked bounty hunter with
Wookiee in tow. It is the infamous Boushh with Chewbacca in chains.
Tamtel nods toward the bounty hunter. Little does Jabba know that
Tamtel Skreej is none other than the famous Lando Calrissian of
the battle of Tenav. Later, Lando would have a part in the escape
of his buddy Han that leads to Jabba's ignominious demise. In this
disguise, Lando has the ability to act in any capacity that a servant
of the mighty Jabba is required.

This week we
introduce you to the third and fourth spoilers for the Scum
and Villainy (SAV) dream card expansion set developed by
the Independent Development Committee (IDC) formed by players
concerned for the future of the game.
I have the great
honor of presenting the first cards to the SWTCG community with
the very first keyword ability developed by the IDC. I'm talking
about the prestigious Stealth keyword ability. And the first
card presented with this ability is our friendly Socarran smuggler/gambler
turned Bespin diplomat and businessman, turned Rebel: Lando Calrissian.
The
Return
of the Jedi set brought us a version of Lando that seemed to
exemplify Lando Calrissian as Tamtel Skreej in Lando
Calrissian (H), but represents more of the moment at which he
fought for his friends on the skiff. The new Lando Calrissian
(J) represents Lando in his roll as Tamtel at Jabba's Palace,
working under an alias and with Jabba's total trust. Having infiltrated
Jabba's Palace under the guise of a member of the Hutt Guardsman's
Guild, Lando was in a prime position to take advantage of Jabba's
constant need for protection and debt collection, making him an
inside man that helped assure the escape of Han and company.
This infiltration
has been represented on Lando's card as two abilities. The first,
as mentioned, is Stealth. Stealth's ability text reads, "Lando
cannot be attacked unless he is tapped." This represents
that the stealthy unit loses their cover once they attack the opposition,
but cannot be attacked as if revealed if their cover has not yet
been exposed. One need of a Stealthy unit is to be slower than other
units. This well-represents the care a stealthy unit must take.
Only the slower, more observant units can expose and kill the person
behind the mask or in the shadows. This is good news for Lando,
as his second ability comes in real handy for a unit that is either
unrevealed or in need of protection after being found out. First,
though, let's explore Stealth for a moment.
New Stealth
decks will come as a result of the new Stealth ability, and ambush
decks will see a boon. There will also be an infusion of strong,
slow units to combat the Stealth menace. This will benefit fog decks
as well, allowing players to rely more on tricks in their deck than
on the field. Toss in some Discuss it in Committee, and some Confusion,
and you could hold a game for some time. Of course, there are provisions
in the new set that we made sure would put a check on Stealth and
these types of decks. Stealth will undoubtedly become a staple ability
for many decks and is a handsome accompaniment to Hidden Cost. In
fact, use Lando Calrissian (H) in company with Lando Calrissian
(J) and you can do some real damage to your opponent's position.
You get to Hidden Cost Lando one turn and then keep him in Stealth
the next turn, striking twice before your opponent ever gets a single
hit on him, and without letting your faster, stronger units get
a hit on him. You could even perform this maneuver a couple times
if you pack a few of these versions in your deck.
There's more
to Stealth than using it, though. You must also protect yourself
against it. As mentioned, there is some protection from Stealth
coming in the new set. However, you may need more or prefer less
specialized means of protecting yourself. This can come in the form
of Blockade
{ESB}, Blockade
{TPM}, and damage effects. Trap
Door! and Log
Trap could be especially useful. Tapping units may also see
a rise in popularity.
Along
with Stealth, when Lando takes out a unit, he gets their ability
text next round. This could be great for taking out units like San
Hill (A), where Lando could gain you 2 build, though this would
expose Lando for the round and he would therefore likely need a
little protection. Or he could acquire protection from a unit with
Armor, Parry, Evade, or any other ability. This would not, however,
include abilities granted by other cards such as Equipment, as Lando's
ability specifically addresses "ability text". That is,
the text written on the card he caused to be discarded. With this
little kicker ability, though, your opponent would appreciate the
opportunity to prevent Lando from succeeding in such endeavors.
Our
second card for discussion is Mind Trick. Yep, that great Jedi ability
that causes the weak-minded to succumb to a Jedi's will. Of course,
the mind trick isn't just the tool of the Jedi. A good fast-talker
can get a person to think what they want them to think with a few
well-placed words and twisted reasoning. With Mind Trick, you can
render the activated abilities of one of your opponent's units completely
useless with only 1 Force, equivalent to the simple wave of a hand.
This card isn't great for protecting your units from Jedi abilities
like Darth
Vader (S)'s auto-damage ability, or the many activated damage
and discard abilities of Emperor Palpatine, or stop them from protecting
themselves, but you can use this card to keep your opponent from
benefiting from the abilities of their non-Jedi units such as diplomats
and even from using your own abilities with Lando Calrissian (J).
For its cheap cost, you might find it hard to keep this card out
of your deck.
All told, there
are fifteen Stealth units, one Stealth-granting card, two Stealth-canceling
cards, and two cards to assist units with Stealth. Join us next
week to analyze the arena-clearing, gun-toting Dash Rendar (B).
Thoughts
or comments? Visit the message board thread for this article here.
About
the Author
C. J. has been a player of the game since 2003 and is currently
the Text Finalization Leader of the IDC Rules Sub-committee. He
has written seven articles for Rebelbasers.com and is the SWTCG Hope
of the Jedi tournament coordinator and founder of the Free-League.
C. J. Williams has been a member of both the Wizards and Rebelbasers
forums since January of 2004, posting under the name Corjay.
|
|
|