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Since the Battle
of Rusaan, the Sith have quietly waited for their time to get revenge
on the Jedi. Now, they are ready for their revenge. Two Sith appear,
the first known Sith in a millennium. We are introduced to Darth
Sidious, the manipulative puppet master, corrupting the politicians
of the Republic in order to achieve his mission. His apprentice,
Darth Maul, is the warrior. His combat prowess is unquestionable;
he is the master of battle.
The two of them stand together on the balcony
of a penthouse. Darth Maul informs his master on the situation,
as Queen Amidala has evaded the Trade Federation, and is on her
way to Corusant. Darth Maul is about to leave to Tatooine, while
Darth Sidous focuses on controlling his pawns, the Trade Federation,
and creating havoc in the senate. Between the two of them, they
will start events that will change the course of the Republic.
Welcome to the next group of spoilers for the IDCs latest
expansion, the Invasion of Naboo.

First, we shall have a look at the Sith Lords
themselves, Darth Sidious and Darth Maul.

Darth Sidious and Darth Maul together to fight
against your opponents ground forces. A very cool idea, and
we can still have a copy of Maul and Sidious in the character arena.
Sith Master and Apprentice (A) help give the Sith more presence
in the Ground arena, an arena in which the Sith have been lacking.
This card represents our Sith Lords perfectly. Darth Mauls
skill in battle is evidenced by the damage increase granted to him
whenever a battle is played, while Sidious planning to achieve
the ultimate mission is shown by the fact that Sith Master and
Apprentice (A) heals themselves whenever a Mission is played.
Combined with Deflect, for defense, all the abilities together make
the card very powerful. The bonuses it gives you from playing Battle
or Mission cards are great, and at the end of the day, reward you
anyway.
Stats wise, it isnt anywhere as powerful
as cards like Patrol
Mode Vulture Droid, but it makes up for it with its abilities.
Sith Master and Apprentice (A) can achieve a very high power
by using popular Battle cards like Force
Punch. Using one of these during the Space or Ground battle
step can easily boost this cards power. Playing multiple Battle
cards would give Sith Master and Apprentice (A) more than
enough power. Also, Health will be little issue in a Force Drain
deck. As you use Capture
Obi-wan and Mauls
Strategy to drain your opponent of Force, all the damage on
Sith Master and Apprentice (A) will disappear. Force Drain
isnt the only good deck type to make use of this cards abilities.
Homing
Missile is also very powerful. 2 build for 3 damage and you
get to heal Sith Master and Apprentice (A) of 2 damage. That
sounds like a fair trade. When combined with a cheap Deflect, Sith
Master and Apprentice (A) has the ability to deflect away one
piece of damage that could be fatal, maybe destroying your opponent's
unit in the process. This will give you the time to play another
Mission and get Sith Master and Apprentice (A) back on its
feet. Sith Master and Apprentice (A) will easily become an
important Ground card for Sith decks because of its powerful abilities.
With the Sith gaining cards like Sith Master
and Apprentice (A), we had better hope they get some nice Battles
and Missions to complement it. Luckily, Invasion
of Naboo will have several, including Dark Rage.

Dark Rage is a useful battle card for
increasing the strength of a Dark Jedi or Sith. It has potential
to increase the amount of damage done by 6. For 4 Force, that is
a good deal. Although you leave a lot to chance, this card still
has the ability to change the course of a battle. However, a unit
with a decent amount of Power ought to get quite a bit out the card.
You should easily hit either a 6 or a 4, and probably both. You
would need some bad luck for this card to go to waste (I guess that
rules me out, then). Yoda
(J) and Luke
Skywalker (S) are very popular characters, and the Azure
Angel (A) is a very popular starfighter. All three of these
cards can be a pain to the Dark side player, even when they a unit
with high power to fight against them. Dark Rage could provide
the boost you need. Of course, the damage is annoying, especially
if that unit has Double Strike, or untaps, however, when a card
could potentially destroy your opponents key card, is one
or two damage that large of a penalty? At the moment, the Corruption
Counters mean nothing, unless you plan to give your opponent an
Anakin
Skywalker (P) filled to the brim with Corruption Counters. Later,
it might be possible that the Corruption Counters will give Dark
Jedi units a positive bonus. That would be useful, then. Dark
Rage has great potential to work with Sith Master and Apprentice
(A). 4 Force for 4 power is a good deal, especially when combined
with Critical Hit 2 and Fury 2. Dark Rage has a lot of potential
as a damage boost, and is perfect for taking out the annoying Jedi
Invasion
of Naboo will provide a lot of new cards and strategies for
the Sith subtype, creating innovative cards to give the Sith their
revenge.


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Thoughts
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About the Author
Matthew started playing
when he purchased two 'A New Hope' starter sets, and started collecting
and playing. He stopped, due to the difficulties in getting cards,
especially from the later sets. In 2008, he started playing again,
joining Rebelbasers and spends time creating dream cards on Rebelbasers.
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