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Conflict: Danger in
the Deep
by
Trent McCrow
As more
and more of the enemys massive war machines touch down on
the surface the first wave of attack is nearing your perimeter defenses.
As you look towards the surface you notice that it is getting darker
as the oncoming SCUBA troopers block the sun like a solar eclipse.
You realize you might not be as safe as you once thought. You start
to feel that the heavy armor plating around your command center
is turning from your castle into your prison. You look on as the
white wave creeps ever closer, as it breaks over your outer defenses
it pushes ever onwards, approaching like an unstoppable tidal wave.
You begin to wonder why you aligned yourself with Count Dooku and
the other Separatists but then realize none of that really matters
anymore. Your fellow officers shriek out and alert you to the Jedi
Master who has his gaze set upon your very position. Wide eyed you
stare as he evades your laser fire and cripples your offensive options.
As he prepares to deliver the final blow you close your eyes and
realize for you this conflict is over.

'In
the fourth Independent Development Committee (IDC) expansion, Clone
Wars: Republic At War (CW: RAW), the fate of the Republic is
in your hands. A fierce war has begun like the galaxy has never
seen before. The Clone Wars are spreading all across the galaxy,
directly affecting many systems but all feel the effects of the
war. As the heat of war grows so too does the prowess of the chosen
one, who is about to face one of his darkest moments. Today I'll
introduce you to the first two preview cards from the Clone
Wars: Republic At War dream card expansion set developed by
the Independent Development Committee as we build up to the biggest
release in the history of the IDC!
The Aquatic subtype
was first introduced in WOTCs expansion The
Phantom Menace (TPM) and they later touched on it again in their
final expansion Revenge
of the Sith (ROTS) and then the IDC further expanded the subtype
in their premier expansion for the SWTCG, Fall
of the Republic (FOTR). Almost all of the Aquatic cards available
to us are centered on the Ground arena with the notable exception
of Nos
Monster from ROTS. With the IDCs fourth expansion solely
based on the animated series Clone Wars Volume One and the
goal of representing each of the chapters in the critically acclaimed
series, new Aquatic cards would be on the way representing the Conflict
on Mon Calamari.

Energy Lance,
the first card previewed today, represents the IDCs continued
commitment to making Equipment both playable and worthy of valuable
card spaces in your deck. For a 1 build investment (once completed),
Energy Lance provides any of your Aquatic Ground or Character
units with +2 power and Stun 4. For a long time Stun was one of
the weaker keyword abilities because it often proved useless unless
coupled with high speed and high power. The IDCs introduction
of Stealth, however, has reinvigorated units with Stun as many decks
now run slow tank units in order to deal with Stealth
units and now Stun has become an important part in winning once
more. The most interesting part out Energy Lance is that
it can be equipped to both Ground and Character units hinting that
there will be at the very least a few Aquatic Characters that can
utilize this Mon Calamari weapon.

Keelkana,
the second CW: RAW card previewed today further develops the Aquatic
subtype by providing arguably the best Aquatic unit to date! With
a build cost between the Colo
Claw Fish and Opee
Sea Killer (assuming an Aquatic Location is in play), Keelkana
is the middle ground option when it comes to equipping your Ground
arena with creatures from the deep. Unlike Colo
Claw Fish and Opee
Sea Killer, Keelkana is not overpriced if you do not
have an Aquatic Location in play. With stats like 50/4/4 for only
4 build Keelkana is already a solid when compared to other ground
units but with the addition of two great abilities Keelkana
becomes a demon of the deep!
If an Aquatic Location is in any arena, Keelkana
gets +10 speed and +1 power. This is an improvement on other Aquatic
units, as previous Aquatic specific bonuses required an Aquatic
Ground Location. Speed is still an important part of the game and
when Keelkana is roaming the seas at 60 speed with 5 power
it can provide a killer punch. The second inbuilt ability on Keelkana
is just as valuable if not more so! Whenever you have a Pilot on
Keelkana and Keelkana would be damaged, one of that
damage is automatically prevented! So now you have a 4 build unit
with great stats and 2 great abilities, lets see what happens
when you use a few other cards in combination with Keelkana.
With just 11 build points you can turn Keelkana
into something much more like the Sando
Aqua Monster! When Keelkana is piloted by Star
Corps Gelagrub Rider, equipped with an Energy Lance,
and when Utapau
Sinkhole is in the Ground arena, these cards combine to form
this:
Keelkana
Ground Mon Calamari Aquatic Creature
70
7
4
Accuracy 1
Stun 4
Whenever this unit would be damaged, prevent 1 of that damage.
Each Ground unit gets -10 speed and -1 power unless its Aquatic
or a Creature.
Keelkana is already a great unit but
when used in its natural habitat, an Aquatic deck, Keelkana
turns into a true terror of the deep!
The conflict at Mon Calamari is under way and
with these two cards from the IDCs fourth expansion Clone
Wars: Republic At War at your disposal you will be able to win
battle for superiority of the seas. Join me next week as we reveal
two more new and exciting cards from Clone
Wars: Republic At War.

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