Card of the Week - August 2007
 
Card of the Week - August 2007
   
Card
 
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Patrol Mode Vulture Droid
By Oren Weiss

Friday, August 31st, 2007
 

Of all the things the IDC has done, the greatest is arguably creating Stealth. It gave Dark Side players a reason, rather a need, to rethink their old strategies and look for "new" cards in order to combat this powerful ability. Stealth had given the Light Side player a clear upper hand. Because of this, the old and widely popular Bespin strategy died. While I was thinking about this concept, I came across Patrol Mode Vulture Droid. This card, with its low speed and great stats, quickly became my favorite anti-stealth unit.

At the cost of 7 build points (Which is what you would've spent for your Bespin Twin-Pod Cloud Car and Bespin Cloud Car Squad anyway); Patrol Mode Vulture Droid is worth every build point, as it’s a unit with 20 speed, 8 power, 8 health, Shields 1 and Accuracy 1. Furthermore, it has the Trade Federation subtype, which might be very useful in the upcoming Clone Wars set. With that low speed, Patrol Mode Vulture Droid is slower than all Stealth units in play, and will be able to survive because of its high health and Shields 1. For its attack, you have 8 power and Accuracy 1, which gives you an average of about 5 damage against an enemy unit, more than Stealth units like Ewok Hunters has.

Now, for the deck combos; Use A Bigger Fish and Patrol Mode Vulture Droid. You'll likely get 7 hits out of an attack, and you can carry over the excess to another one of your opponent's units. If you ever feel like Patrol Mode Vulture Droid will be destroyed, you can always use Jabba's Guards to protect it. Or you can use Armor Plating and Patrol Mode Vulture Droid, further reducing your opponent's chance of damaging this unit. Lastly, Patrol Mode Vulture Droid is cheap enough that deploying 2 during the setup won't be going overboard, as it's only 14 build.

And I've only scratched the surface. There are so many things that can be done with this unit. Patrol Mode Vulture Droid is easily the best ground unit the Dark Side has at their disposal.

   
   
   
   

Jedi Purge
By Marc McNeill

Friday, August 24th, 2007
 

Palpatine (D) decks have received a lot of love from the IDC. With Palpatine's Teachings in FOTR and Death Star II Ceremonial Legion in BOE, Palpy (D) decks are better than ever. However, they have also been given a way to deal with Luke's X-wing (E) and his pilots. Jedi Purge is a great way to deal with LXW Pilot.

Using Endor Imperial Fleet or Interdictor-Class Star Destroyer (which are both great in Palpy (D) decks) you can HC them in and then discard them using Jedi Purge. Republic Hyperdrive Rings can't do anything to stop you. To boot, if you build Well-Earned Meal, then you get all your Force back. Oh, and if your opponent isn't running Jedi, then discard Jedi Purge with Jawa Sandcrawlers which you will probably be running anyway. Who knew, Palpy can win space too.

   
   
   
   

Moff Jerjerrod (A)
By
Matt Walker
Friday, August 17th, 2007

 

 

When the Dark Lords of the Sith want something done, they most likely want it done immediately. Failure to do their bidding can result in dire consequences.

This week's COTW features Moff Jerjerrod (A), a character overlooked by WOTC, and put into the BOE expansion. With Jerjerrod's help, you can double your efforts and hopefully please your masters by completing the Death Star's construction on time.

For a cost of 5 build counters, you get an Imperial Diplomat with 40 speed, 3 Power, and 3 Health. It's pretty obvious that Jerjerrod's combat ability won't hold up your character arena. However, his one special ability will help you bring reinforcements to any arena. By tapping Jerjerrod and paying 1 build point, you can put X build counters on one of your partially built cards where X equals the number of build counters already on that card. (Play only during build step) On the downside, Jerjerrod doesn't untap during the next build step. This can be overridden by the use of Guri (A)'s bounty, or Clever Escape.

Another downside is Jerjerrod's low health and no damage prevention abilities. You can use missions like Han Enchained or battles like Human Shield to keep him alive. If you can manage to keep him in play, you have an almost endless stream of reinforcements. Why not use it to complete the Death Star II? A quick construction of the Death Star II (C) can bring a swift end to those pesky rebel capital ships. If you have the Death Star II (D) already in play, you have even more build counters to duplicate when you utilize Jerjerrod's ability.

Jerjerrod is an excellent card from BOE and I'm sure he will find his way into many dark side decks. After all, you can't go wrong with an abundance of build points!

   
   
   
   

Wokling
By
Oren Weiss
Friday, August 10th, 2007

 

 

With the Battle of Endor expansion, the IDC promised that there would be playable Ewok units, unlike those few that were given to us in the Return of the Jedi expansion. Though many of the units featured in the Battle of Endor expansion make for a playable Ewok themed deck, none of them are nearly as valuable as Wokling.

At 1 build, you get a Light Side unit with the abysmal stats of 10 speed, 0 power, and 1 health. (What did you expect for 1 build?) However, Wokling’s ability makes it a worthwhile investment: When the battle phase starts, reveal cards from the top of your deck until you reveal an Ewok card. Put that card into your hand and the other reveal cards at the bottom of your deck. Shuffle your deck. If your Ewok deck runs into trouble and you desperately need that Elite Ewok Archer or that Ewok Squad, this card can help you get it.

Now, for the numerous combos you can employ with this unit. More than a draw engine, Wokling can actually be the centerpiece of your Ewok deck! Imagine Wokling plus Chief Chirpa (B): You can tap Chirpa to search your deck for any Ewok card. Then, when the Character battle step comes, just have your Wokling intercept your opponents’ attacks. That way, you can protect all of your vital Character units. Or, use Desperate Bluff alongside Wokling. At just 2 Force and the cost of tapping Wokling, you can tap any of your opponents troublesome units, like Vader’s Tie Fighter (C). Another card you can use with Wokling is Explore the Swamps. With this, you can pay 1 build (and tap Wokling) in order to search your deck for any Location card. This can be used to find useful Locations like Lars Homestead and deploy it for 1 build. Unfortunately, the Wokling strategy has one major problem: Overkill. Though the Dark Side has very few Character units with Overkill built in, they can always use A Bigger Fish alongside any of the Dark Side’s powerhouses, like Darth Vader (R). If this happens, your only hope is to use Desperate Bluff to tap that unit or use Dismiss in order to disrupt A Bigger Fish.

   
   
   
   

Ewok Hunters
By
Oren Weiss
Friday, August 3rd, 2007
 

Ever since its appearance in Scum and Villainy, Stealth has been a very welcomed and powerful ability. In the Battle of Endor expansion, many more units have been created which feature Stealth, most notably Rebel Commando Unit. However, I'm going to focus on one of the other units, Ewok Hunters.

For 5 build you get a Neutral unit with 40 speed, 4 power, 4 health, and Stealth. This is a very decent unit just as is. However, what really makes this card appealing is its ability: This unit gets Accuracy 2 as long as it's attacking a tapped unit. This essentially gives you the ability to put 4 damage counters on any ground unit of your choice, which will make it easy to get rid of pesky cards like Endor Bunker.

If this card is used with Fly Casual, it would be almost unstoppable, and would get rid of many anti-Stealth units like Scouting Party. To go even further, using Lava Fields and Fly Casual, you could deal a fatal blow to Imperial Walkers like Tempest One (A), which are so popular amongst Dark Side decks. Though this unit is Neutral, I'd suggest that you use it in Light Side decks over Dark Side decks, as this card, in a Dark Side deck, will never be able to attack the many Stealth units that Light Side players employ. In order to prevent Ewok Hunters from destroying your Ground units, I recommend that Dark Side players use Blown Cover or Reconnaissance.

   
             
             

COTW Archive

2007

 
 


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