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Power: Dr. Jekyll and Mr. Hyde
By Cody Barnett
Turmoil has engulfed the galaxy like fire, continuously
spreading out of control until it has destroyed all in its path.
The flames of war have licked even the farthest reaches of the Outer
Rim, where the Confederacy of Independent Systems has claimed its
territory and remains entrenched, waiting for the Galactic Republic
to dare try to take what is theirs. Casualties consisting of flesh
and metal alike mount each day as the conflict escalates, reaching
heights unseen in the history of the galaxy.
For nearly a millennium the Sith have waited, plotting this exact
moment of weakness to usurp the galaxy's rule and supplant their
own authority. Behind the scenes, the secretive Darth Sidious relays
orders to the Confederacy through his apprentice, Darth Tyranus,
while the charismatic Supreme Chancellor Palpatine promises ultimate
victory for the Republic in public speeches.
Little does the public know that these men are one and the same.

This week, we examine two new Character cards that are a part of
the Independent Development Committee's latest expansion, Clone
Wars: Republic at War. These cards promise to bring new incentives
to both sides of the war, as each represents the one persona that
used the Clone Wars to gain ultimate control of the galaxy through
manipulation only a Sith could master.

First we will look at everyone's favorite politician: Chancellor
Palpatine. The latest card of this crafty Nubian brings benefits
to the Republic subtype, one which, as of present, has little to
no synergy in the current game. Clone
Wars: Republic at War looks to change this directive, hoping
to make the Republic subtype as playable as any other decks the
Light Side has to choose from.
Chancellor Palpatine (I) is just the card to do this. Unlike
his previous versions, Chancellor Palpatine (I) sports the
Republic subtype instead of the Coruscant subtype as well as the
traditional Diplomat. The combination of these two subtypes can
prove beneficiary for anyone looking to use Chancellor Palpatine
(I) in the Character arena.
While in the Character arena, Chancellor Palpatine (I) reduces
the build cost of each of your Republic units by 1 build point as
long as that unit doesn't also happen to be a Clone. This can be
a tremendous benefit with some of the older cards in the game, as
many of these Republic cards are cheap and flexible. Take, for example,
the card Republic
Attack Gunship UH-47B. The well-balanced gunship will now cost
only five build points, packing a hefty six power and a durable
six health.
The Chancellor's real power, however, lies away from the fighting.
This new version of the last Supreme Chancellor fights his battles
from the build zone, just as Palpatine's prowess lie in the power
of politics. For it is here that Chancellor Palpatine (I)
can utilize his Reserves ability to lead the Republic to victory.
For a mere tap, this card can grant one of your Republic units +2
power and Critical Hit 1 for this attack. Imagine using this ability
on old, unused cards such as Chancellor's
Guard Squad. The Ground unit would then have 4 power and Critical
Hit 3, enough to make your opponent's Patrol
Mode Vulture Droid cringe at the thought of rolling a 6.

Now we will analyze Chancellor Palpatine's alter ego, the eccentric
Sith Master Darth Sidious. The Dark Lord of the Sith has always
found a way to manipulate the game in a new way, and Darth Sidious
(J) is no exception. This new card seeks to bring the Dark Jedi
together in a unified deck-type that will make the Light Side player
beg for mercy.
On the surface, Darth Sidious (J) is a card with a proportional
relationship between the stats and the build cost. By paying six
build points, you get stats to match, with 40 speed, six power,
and six health. Darth Sidious (J) also offers the most common
Evade of 2 for 2 Force. These combinations make for an average Sith
Master that can be a thorn in the Light Side player's side, but
the true power of Darth Sidious (J) lies away from the fighting.
Well representing the shady Darth Sidious is the card's Reserve
ability. Similar to Lando
Calrissian (H)'s ability to affect the power of a Neutral unit,
Darth Sidious (J)'s Reserves ability allows a mere tap to
either increase the attacking unit's power by 2 or decrease it by
2. This can have a profound effect on the game, as the ability isn't
limited to your units. On top of that, should the unit be a Dark
Jedi, Darth Sidious (J) heals them by removing 3 damage counters.
This means your opponent will have to try harder to take down the
powerhouses of Darth
Maul (A), Darth
Vader (S), and Darth
Tyranus (F). Combine this with Emperor's
Spire and the Dark Side has an unstoppable machine of Dark Jedi!
The Republic and Dark Jedi themes do not end here, however. Aside
from Darth Sidious (J), seven new Dark Jedi cards are introduced,
two of them having the potential for being powerhouses and another
granting more added bonuses to Dark Jedi. The Republic receives
several new cards in all three arenas, with more interconnected
strategies than I dare reveal. You'll just have to wait until March
14th to find out.

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Thoughts or comments? Visit
the message board thread for this article here.
About the Author
Cody has been a collector of the game since its beginning
in 2002. Due to lack of interest in his community, he did not begin
playing until he joined the Rebelbasers online community in 2003.
He is an avid Star Wars fan and enjoys the Trading Card Game. Currently,
he is the Chairman of the Card Creation IDC sub-committee. He still
posts on Rebelbasers under the screenname of Grand Moff Nicodemus
Fett.
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