Blast Doors
By John Bustamante
Friday, July 27th, 2007
The age of Fortification play
was at its peak in the earliest WOTC expansions. Attack of the
Clones and Sith Rising both had Fortifications that saw
plenty of use for their large power and plenty of health. At the
time, with the game still coming into existence, Fortifications
were seen as WMD's for the Ground arena. As time passed, speed and
strength of numbers became the deciding factor in the Ground arena.
With the introduction of Blast Doors, the Fortification can
rise again to supremacy.
For a total of 4 Build Point to Build and Equip, any Fortification
can gain "Put 2 damage counters on this unit -> Prevent
all damage to this unit. This ability can't be disrupted."
It rings familiar of the ever powerful AT-AT
Assault Group of ESB. With this ability, any Fortification has
an added line of defense that can stop a swarm long enough for reinforcements
to arrive or even to attack with the destructive forces that many
Fortifications come equipped with.
With the advent of Stealth, super speedy units now have the perfect
counter. Now, let's try to counter the super stealthy units with
the power of Fortifications!
Death Star II (D)
By Derrick Rabenold
Friday, July 20th, 2007
"This station is now the
ultimate power in the universe."
Or at least the first Death Star would have
been if Wizards had not screwed up the entire concept of the first
Death Star cards in the Battle of Yavin expansion, but I do not
wish to digress. The reason I won't is that the Battle
of Endor expansion has helped to make sure that the lessons
learned with the Death Star II in the Return of the Jedi expansion
continue. In creating a card that is not only a good unit for its
stats for only eight build, the Death Star II (D) easily becomes
the centerpiece of most Dark Side decks that will be created for
the next few months.
The reason is simple. Before this set, making
a Dark Side deck that generated build was not an easy process and
ultimately weakened most decks by trying it. Now however, the Dark
Side has a great card that can be favorably compared to a version
of the Millennium Falcon with Princess
Leia (G) on it, the multiple copies of Free
Coruscant that could be deployed, etc.
Furthermore, with just a few good battle cards,
this Death Star will not look better as a large orange smear in
an Endor sky. Whether you use something straightforward like Break
Off The Attack or something more sinister and sneaky like Imperial
Misdirection, just make sure that this Death Star is out in
setup and lasts one turn without dying. That way as the Force increases,
that copy of either Hotwire
or Dismiss
in hand will be very effective, without having to devote deck space
to Cloud
City Battleground in every deck this ultimate weapon resides
in.
No matter what, as that LackeyCCG
program sits on desktops across the TCG fandom begging to be used,
just remember that a Dark Side deck is just not complete without
the Emperor's favorite new superweapon.
Sanctuary Moon
By Derrick Rabenold
Friday, July 13th, 2007
The Battle
of Endor is an expansion that, as I continue to playtest it,
continues to amaze me with certain cards that have very specifically
addressed the metagame in a great way. Now while some will remain
controversal (mostly the higher speed cards like Tie
Pursuit Wing or the "card cycling"* Green
Squadron A-wing), the card I wish to discuss is Sanctuary
Moon.
Before BOE, as a Light Side player especially, only a fool or a
person who had not played the game much would miss the power and
significance of the Dark Side's use of Hidden Cost. In many cases,
one high build roll on any given turn would be the difference between
the Light Side winning, and the Dark Side smashing whatever was
left with Endor
Imperial Fleet, Darth
Vader (R), Boba
Fett (H), or to a lesser extent the 501st
Legion (A). Comparably, the best Hidden Cost unit the Light
Side had in it's arsenal was Boba
Fett (H). The Light Side also had access to the HC Jabba/Spirit
combo, but usually, the Light Side employed Hidden Cost more to
stall than win.
A Light Side player would be advised to incorporate Sanctuary
Moon into their deck. This is to ensure that if the Dark Side
deploys a Hidden Cost unit, your Stealth strategy in any arena cannot
be countered. As a Dark Side player, I would advise you not to use
this Sanctuary Moon due to the numerous powerful Hidden Cost
units at your disposal. Using Locations and/or Search
for the Rebels would be an expedient way to guard against Sanctuary
Moon.
*("Card cycling" is a observational term used in reference
to a newer card replacing an older card (with identical or similar
abilities) for a lesser build cost. In the above mentioned case,
Green
Squadron A-wing card cycles A-wing
from the Return of the Jedi expansion.)
Luke Skywalker (S)
By Derrick Rabenold
Friday, July 6th, 2007
Sometimes I think both fans and authors of
the various spin-off fictions after Return of the Jedi forget one
important thing about Luke Skywalker. It is forgotten that Yoda
said of him, "Much anger in him, like his father." In
other words, Luke is not just this serene guy that takes it all
in, acting as if he hasn't grown as a person since the ESB. I am
glad to see in this card, Luke Skywalker (S); the IDC has
not forgotten this in the slightest.
Now, you may be asking yourself, why bother with Luke's (S) version
when I could be talking about his (Q) version? Well, besides the
irony I see in that the "mega" Luke's version letter is
(Q)........there is also the fact that the (Q) version has about
as much subtlety as an AT-AT
Assault Group. There is no way you put a card down like Luke
Skywalker (Q) and the DS player doesn't think, "This isn't
going to be the usual pilot deck."
Now (S) on the other hand, just look at the potentential. First,
when this card kills, it means business. Boba
Fett (H) won't be coming right back from your opponents hand,
nor will Darth
Vader (R) keep hacking away at his son over and over without
the possibility of getting sucker punched first. Unlike his famous
mentor, Obi-Wan
Kenobi's Hidden Cost version (Q), this Luke lets himself feel
real, attached anger. It might corrupt him some and cause him to
be monosyllabic, but it also ensures that instead of a lot of smack
talk with little result, neither Armor nor the Emperor's
Robe will slow him down. Whether this card is used in conjunction
with something straightforward like Luke's
Wrath or an even more self-damaging card like Brutal
Assault, even a Force heavy Emperor
Palpatine (D) will have something to fear.
If I may be so bold, this card is what Wizards of the Coast should
have done with Luke
Skywalker (O). Instead, every 2 out of 3 LS decks were full
of pilots. But every player will discover, as they build the various
deck types in Battle
of Endor, it's time to shake up the status quo. Luke (S)
is a card that begs you to reconsider forsaking Character and instead
fight for it. Get a little angry. Some corruption isn't going to
turn you into a Sith. And maybe, just maybe, you can turn on your
copy of ROTJ and remember Luke made a third option, regardless of
what the Jedi or Sith wanted of him. The last battle of the saga
didn't require Luke to be "piloting" a starfighter or
speeder; it required him to be more cunning then the Master of all
Manipulation.
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