Yoda (J)
By Oren Weiss
Friday, December 28th, 2007
Yoda (J) is a card most players are familiar, considering
it is one of the most commonly used units in the entire game.For
6 build, you get a Light Side character with 40 speed, 5 power and
health, Lucky 2, Pay 2 Force ---> Evade 2, and an ability that
allows you to look at the top 4 cards of your deck and put one of
them into your hand.
Yoda (J)'s abilities make it a very useful unit, despite
the fact that its stats fall short of the other Yoda units. Because
of its draw ability, Yoda (J) is one of the most powerful
draw engines the Light Side player has at their disposal. With the
Evade 2 and Lucky 2, Yoda (J) can easily survive 2 or 3 attacks,
aiding the draw engine even more. And finally, it has some decent
health, and it is likely to do 3-4 damage each attack.
Unfortunately, Yoda (J) has some enemies. Darth
Vader (S), with his damage placing ability, can easily take
down Yoda (J) with one attack, barely helping you draw the
cards you need to win the game. Darth
Sidious (E) and Lightsaber
Throw present similar problems with their damage placing abilities.
So, even though it has its enemies, Yoda (J) is still one
of the most useful units you can use in your decks, and I would
suggest that you add at least 2 copies of this card to each of your
Light Side decks.
Republic Light Assault
Cruiser
By Cody Barnett
Friday, December 21st, 2007
In the days before Scum
and Villainy, a deck that didn't revolve primarily around high
speed found itself begging for mercy at the hands of its faster
opponent. The general rule seemed to be that he who didn't attack
first didn't attack at all. Pilot decks used by the Light Side serve
as the epitome for this rule; a Piloted Millennium Falcon or Luke's
X-wing would wipe the Space arena clean before the Dark Side player
could so much as even blink. The Independent Development Committee's
second set, Scum
and Villainy, toppled this idea and turned the game on its head.
The keyword Stealth was introduced, which prevented faster
units from attacking the lower speed units that utilized Stealth's
magnificent power. Light Side players found that they could no longer
rely entirely upon the speed demons found in Luke's X-wing and the
Millennium Falcon to win the Space arena; frantically, they scrambled
for a cure to this ailment. What they found shocked them.
There are very few low speed Light Side Space units that would
be able to survive in the current gameplay, but one old, nearly-obsolete
card seemed to stick out more than the others. Republic Light
Assault Cruiser, from the set Jedi
Guardians, proved itself worthy to stand against the dark tide
of Stealth and prevail for the Light Side. An average unit
with a good stats-to-cost ratio, the Republic Light Assault Cruiser
is a perfect addition to any deck worrying about running into the
shadows of Stealth in the Space arena. Plus, only a fool
would think that the Republic subtype - of which Republic Light
Assault Cruiser sports - wouldn't benefit from the upcoming
set, Clone
Wars: Republic at War.
As mentioned before, Republic Light Assault Cruiser sports
decent stats for its cost of 5 build. 4 power is enough to drop
the Dark Side's Slave
I (G), especially with the added Accuracy 1 that the card features.
The card's health of 4 can also survive the patrol ship's onslaught
when combined with the Shields 1 that is also present on the capital
ship. Battle
of Endor benefited the card with a new Capital Ship Pilot: Admiral
Ackbar (B). Admiral Ackbar (B) can increase the Republic
Light Assault Cruiser's Shields from 1 to 3. On top of that,
he can add offensive firepower to your Rebel units by granting them
Critical Hit 2 when attacking a Space unit of your choice. This
can help you overrun your opponent's behemoth Death
Star II (D) or even their Vader's
TIE Fighter (C)
Altogether, Republic Light Assault Cruiser combines to form
a solid, average unit that can be used both offensively and defensively.
For any player looking for a good unit to add to their decklists,
be sure to look into using the Republic Light Assault Cruiser!
Po Nudo (A)
By Brian Weeks
Friday, December 14th, 2007
In the coming weeks, as the IDC gears up for the release of it's
fourth expansion, Republic
At War, it would be prudent for players to go back to previous
sets and explore the cards that have been released in other expansions.
This is one such examination.
Released with the Fall
of the Republic expansion, Po Nudo (A) didn't see much
play at the time. The "Separatist" subtype was introduced
in the Revenge
of the Sith expansion and expanded upon in Fall
of the Republic. But it still didn't see much play. Perhaps
with this new expansion, it will.
With it ability reading: "Tap --> Choose an arena. Remove one damage counter from
each of your damaged Separatists in that arena. Play only during
your build step." it provides the opportunity to remove damage from your Separatists.
This could be very helpful in "repairing" your droids
before battle.
We may even see some new Separatist units that may benefit from
this ability even more. And with Separatist
Headquarters, this unit would cost one less build and be even
more useful. With the RAW expansion release on the horizon, you
should go back and look at these older cards and you might just
find a gem for your new Trade Fed/Separatist deck.
Wristcuffs
By Trent McCrow
Friday, December 7th, 2007
Falcon's
Needs is one of the most powerful and influential card in the
game. Before it was restricted by WOTC to just one copy in each
deck it, dominated the Meta and a deck that wasn't playing it wasn't
winning. Even today, with usually a one in sixty chance of pulling
it from your deck, it is still a great addition to your deck and
changes the tone of the game when it is played. The Card of the
Week follows the trend set by Falcon's
Needs.
As you will read in the latest Behind
the Cards article, the idea of negative Equipment
has been with the IDC since Scum
and Villainy, but only emerged with the release of Battle
of Endor. Almost all the Dark Side decks that have ever dominated
the SWTCG Meta have been control decks. Force denial,
build denial, card denial and even decks that block all 3 of your
most important resources have seen the top of the charts when it
comes to best Dark Side deck. Wristcuffs adds to the Dark
Side players armada!
Just like Falcon's
Needs, Wristcuffs adds an Upkeep to one of your opponents
units. Thankfully the Upkeep is not as potent as the ability Falcon's
Needs crippled your opponent with, but it is still a great deal.
By spending two Build to Equip Wristcuffs to one of your
opponents Characters, they must either tap that Character
or pay 1 Force during their Upkeep step. It might not seem like
much, but when your opponent is already strapped for resources it
might be just the thing you need. Your opponent does have the option
of paying 2 Build to make you remove the Wristcuffs from
their Character, but yet again they have spent their valuable resources.
Because this card is Neutral the Light side can also benefit from
Wristcuffs and for the Light Side player the benefits are
greater! As the Dark Side player always goes first when they Equip
a Light Side Character with Wristcuffs, the Light Side player
has the opportunity to remove Wristcuffs the turn it was
Equipped, but when the Light Side player equips a Dark Side Character
that Character must remain tied up until the Dark Side
players next build step!
Wristcuffs is the first Equipment of its type and is valuable
in almost any denial deck. Next time you want to control your opponent,
why not try tying them up with some Imperial Wristcuffs!
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