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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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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