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Battle of Endor - A
Card Development Perspective
by
Cody Barnett
Going
into the Battle of Endor expansion, the Card Development team knew
a lot was expected out of them. With the recent success of Scum
and Villainy, I began noticing a subtle shift toward change
in the way the game was played. The foundation had been paved for
a colossal giant that would eventually be known to the public as
Battle
of Endor, a set that would forever turn the Star Wars Trading
Card Game upside down.
Battle of Endor had long been anticipated,
even in the days of the wretched empire, Wizards of the Coast. When
Card Development began to work on the new set, we realized that
there was a gold mine of material to work with; Wizards had hardly
touched on the Battle of Endor with its set, Return of the Jedi.
There was also the constant reminder of what the players wanted;
a playable Luke Skywalker, playable Rebel and Imperial decks, and,
of course, the Ewoks.
Making a playable, balanced Luke Skywalker
wasnt as easy as some may think. The real card that was to
steal the show was his (S) version, which went through several alternations
over the course of development. His original version was even more
behemoth than the finalized version and would have left Dark Side
players with a major headache (as Darth
Vader (R) did to the Light Side in Revenge of the Sith). Perhaps
the most controversial part of this card was the power-up
ability, which went through a different alternation each version
until finally Critical Hit 2 was decided upon. Satisfied with the
end result, Card Development finalized the version and passed it
on the Graphic Design. From my gameplay experience since the set
release, I am pleased with how much play Luke Skywalker (S)
is getting; almost every Light Deck Ive seen has utilized
his corrupting power.
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Making Rebel decks and Imperial
decks playable wouldnt be hard. To a degree, they were capable
of putting up a fight in the meta before Battle of Endor, albeit
being very low tier decks. The cards that have had the biggest impact
on these decks are the heads of state; respectively, Mon Mothma
(C) and Emperor Palpatine (G).
Before the release of Battle of Endor, it was
comically stated that only a fool would believe the Empire would
not receive plentiful bonuses in the set because of the Imperial-crazed
Card Development Chairman. As evident after set released, the person
who made this assumption should think of professional gambling;
Battle of Endor featured a grand total of sixty-two Imperial cards!
Most significant among them, however, is undoubtedly Emperor
Palpatine (G). The Dark Lord of the Sith is finally able to
prove his title as ruler of the most powerful galactic government
in centuries. Original designs had Palpatine being very similar
to Nute
Gunray (C), who sent the Trade Federation into a fighting frenzy
after The Phantom Menace. Part of this was incorporated onto the
final version, with Pay 0 Force -> Intercept being
the ability that would allow the Empire to soak damage and then
pulverize the enemy afterwards. However, the real jewel of Palpatine
is the Bounty he grants. The draw engine was one of the prime problems
with Imperial decks before Battle of Endor. Emperor Palpatine
(G) looks to reverse that. Not only can he redirect the attacks
of your opponents units to ensure your key units stay alive,
but he offers a reward of one card to any Imperial unit that can
knockout one of your opponents units! Should the Dark Lord
of the Sith be directly attacked, his Evade will ensure that he
stays alive longer than any cowardly Neimoidian would ever dream
of.
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Rebel decks were more popular than Imperial
decks before Battle of Endor. I was able to exploit the uses of
Mon
Mothma (A) and build a very deadly Rebel Accuracy
deck that I used in many tournaments. However, with Mon Mothma
(C), the focus on Accuracy with Rebel decks has now shifted
to pure powerhouse combinations. The handy ability of reducing Force
and build costs of the activated abilities featured on your Rebel
units can be used to send your opponent down a path of destruction.
Toryn
Farr (A)'s ability can be used an infinite number of times;
the speed boost obviously combines well with Starfighters
End to ensure even the most leviathan ships incinerate. Not
only that, but the ancient card Desperate
Confrontation suddenly seems more desirable; who wouldnt
want a free +2 power each attack?

Then there were the Ewoks. These furry friends
of the Alliance to Restore the Republic were one of the main factors
that toppled the Galactic Empire. Ironic as it may seem, their primitive
tactics overwhelmed the technologically advanced weapons of the
Imperials. Though the powerhouses of Chief
Chirpa (B), Ewok
Squad, and Ewok
Catapult are overt, the subtle use of Wokling is the
real power behind Ewok decks. For only 1 build you can swarm the
Character arena for free if you have any of the numerous reducers
in play. They are also great for keeping your Ewok
Warriors units alive; as long as you have Chief Chirpa (B) in
play, you can Intercept to these units to take any damage your opponent
throws at you. Desperate
Bluff is a perfect card to use with Wokling to hinder
your opponents big pocketbook, including Darth
Vader, the Death Star II, and those persistently annoying Patrol
Mode Vulture Droids.
As you are playing the game this week whether it be for the
Imperial Battle Simulator or merely out of your own time
keep in mind the infinite wells of card combinations that these
four cards create. Imagine what 180 cards can do!
Thoughts
or comments? Visit the message board thread for this article here.
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