Card of the Week - April 2007
 
Card of the Week - April 2007
   
Card
 
Article
   
             
             
   

Han Solo (K)
By Brian Weeks

Friday, April 27th, 2007
 

With the impending release of the Battle of Endor expansion, TCG players will need to re-examine past expansions for that "old" card that could bring "new" life to their tournament decks.

It's pretty much a given assumption that this new expansion from the IDC will have Imperial and Rebel units. So when looking at your past cards, which one's give you alot of options for those units. Enter Han Solo (K) from the Return of the Jedi expansion.

With 9 build, 50 speed, 5 power and 5 health, Han (K) isn't cheap. Even with the static abilities of Accuracy 1 and Lucky 2, it's still not worth the 9 build. But, with the additional ability of granting all of your Rebel Ground units and Rebel Characters Lucky 2, it has the chance to help out your other Rebel units.

In addtion to the abilites Han (K) has, he also has a subtype of "Rebel Officer - Smuggler". This allows him to gain bonuses from Mon Mothma (A), Princess Leia (H) and even Lady Luck (A) and could help lower his overall build cost making him an even better addition to your Rebel deck.

With a few more weeks until the Battle of Endor release, there is ample time to review past cards and prepare for the final battle between good and evil.

   
   
   
   

Garindan (B)
By Ryan Searby

Friday, April 20th, 2007
 

The release of the Scum and Villainy expansion brought players a new mechanic that was for lack of a better term, revolutionary. The introduction of Stealth changed the entire deck building mindset when it was revealed to the public. Players could no longer simply focus on more speed to win an arena when building their deck. At long last, the slower units of the game were given their time to shine.

The IDC knew that an ability that doesn't allow a unit to be attacked can be very dangerous, and potentially damaging to the game. Great care was taken to ensure that Stealth could not be blatently abused by units with very low speed. As a general unwritten rule, the cutoff point for a unit with Stealth is 40 speed. This brings us to our card of the week: Garindan (B).

While not very impressive at first glance, Garindan (B) is currently the only unit with Stealth that has a base speed of 30. This means that only units with 30 speed or lower can attack him. If you put him in a light side deck, only dark side units with 20 speed or lower can attack him! Not many dark side players employ such slow speed units, opting for the more traditonal choices of Darth Vader (R) and Boba Fett (H).

Certainly there are ways of damaging Garindan (B) without attacking him, but put into the right situation, he can succesfually hold the character arena while you deploy your forces elsewhere. Garindan (B) can be a very nasty and annoying card. Give him a try in your deck and watch your opponent scream more than a Kowakian Monkey Lizard.

   
   
   
   

Sonic Charges
By Ryan Searby

Friday, April 13th, 2007
 

Since the release of Revenge of the Sith, Equipment has been perceived as a widely disappointing and little used card type of Star Wars:TCG. This week the IDC would like to take a look at a little gem of an Equipment card that can help you wipe your opponent away in the Space arena.

Sonic Charges was released as part of the Scum and Villainy expansion. Relatively cheap, this Equipment grants a tremendous boost to some of the most widely utilized space cards in the game. Granting Overkill to any Patrol Ship, Cruiser, or Transport can turn the tide in your favor in a variety of ways.

Take a look at some of the cards you can attach this Equipment to: any Millennium Falcon (but most importantly the (D) and (E) versions), any Slave I ((B), (D), and (G) come to mind), as well as the Modified YV-330 (A), or Sith Infiltrator just to name a few. All of these cards are mildly to wildly popular in most players' decks.

Everyone knows the sheer destructive force of a Falcon stack with Nien Nunb (A) on it as an extra pilot. Now imagine getting to spread that Accuracy 2 (and many times Accuracy 3) over two targets per turn rather than one, all for a measly 2 build! Sonic Charges is a great weapon at players' disposal that the IDC encourages you to use to help win games and help improve the name of the much maligned Equipment card type.

   
   
   
   

Obi-Wan's Hut
By downed battle droid

Friday, April 6th, 2007
 

If we don't have one already, the next IDC set, Battle of Endor, will probably provide us with a version of Luke Skywalker that will make us want to make a deck with a Luke-themed character arena. After all, this is when Luke is at his most powerful during the final trilogy, and the Luke Skywalker cards produced by the IDC ought to reflect this.

But let us go back a couple episodes: Luke can barely hold his own against a remote seeker droid under the tutelage of Obi-Wan Kenobi, or "Old Ben". Skip back just a tad further and we arrive at the current Card of the Week: Obi-Wan's Hut.

This 2 build location allows you to search your deck for and put into your hand a Luke Skywalker card each turn. Barring an aggressive character location game by your opponent, you can use this to retrieve a large hand of Luke Skywalker cards... and then replace Obi-Wan's Hut with Jedi Temple to super stack Luke in an instant. This could be especially devastating with versions Luke (I) and Luke (O).

You can use this particular Luke strategy in a Jedi-themed deck. Complementing your Luke Skywalker card gathering from Obi-Wan's Hut are Jedi Council Summons, Emergency Code, Luke Skywalker (A), and Coruscant Shuttle, most of which can be applied towards other supporting Jedi units.

   
             
             

COTW Archive

2007

 
 


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