Card of the Week - November 2007
 
Card of the Week - November 2007
   
Card
 
Article
   
             
             
   

Paploo (A)
By Brian Weeks

Friday, November 30th, 2007
 

This weeks’ Card of the Week is another card from the Battle of Endor expansion, Paploo (A). From what I've seen, Paploo isn't getting much love in the current meta. But maybe with a few suggestions in this weeks' COTW, he just might start seeing more action.

The Paploo (A) has the ability of:
"Paploo may Pilot one of your opponent’s Speeders in the Ground arena.
[Pilot] Speeder Pilot. The Speeder gets:
- Upkeep: Pay 1 Force or discard this unit.
- When this unit would be discarded, move Paploo to the Character arena instead. Put 1 damage counter on Paploo and tap him."
I really feel that this unit doesn't see much play because of it's hard to understand ability. Let's take a look at how it works.

First, Paploo (A) can pilot either your Speeders or your opponent's Speeders. There is nothing gained by having him pilot any of your units. The key is to have him pilot your opponent's Speeders. When you do this, the Speeder gains the Upkeep. If your opponent doesn't pay 1 Force he discards the Speeder.

The best way to prevent your opponent from paying the Upkeep is to run a good old Ewok/Endor Force Drain Deck. Running Locations, such as Ewok Village or Forest of Endor, and Characters, such as Chief Chirpa (A) or Wicket W. Warrick (A). Once his Force is gone and he can't pay the Upkeep, his Speeders should start discarding in short order.

And after you move Paploo to the Character arena and place a damage counter on him, you can use Logray (A) in the Reserves area to remove that damage. Stay tuned for a new Ewok Force Drain deck that will utilize this strategy.

   
   
   
   

Flurry (A)
By Brian Weeks

Friday, November 23rd, 2007
 

This weeks’ Card of the Week is a very useful Rebel card from the Battle of Endor expansion, Flurry (A). This unit can provide you a useful ability each turn while proving to be hard to destroy because of it's Reserves ability.

The Flurry (A) has the ability of "Reserves: [tap] -> Search your deck for a Rebel Starfighter card, show it to your opponent, and put it facedown in your build zone with 1 build counter on it. Shuffle your deck. Play only during your build step." While this ability is pretty straight foward, you can use it to your advantage through the Rebel and Starfighter sub-types.

While there are currently no Pilot units that can pilot the Cruiser subtype, you can boost the Flurry's stats with Yavin Base, Take Evasive Action or even Mon Mothma (A). You can also deploy it and it's subsequent Rebel Starfighters for one less build using Mon Mothma's ability as well.

Probably the biggest advantage to using this unit is in your Luke X-wing decks. Since Luke's X-wing (E) is now restricted, you'll need to be able to draw that version out for your Luke X-wing stack. Furry (A) will let you do that.

While this unit is definitely not a game winner, the ability to draw specific starfighter unit cards out of your deck is a great advantage, especially in your Rebel Starfighter deck. Try this unit out today!

   
   
   
   

Endor Bunker (A)
By Brian Weeks

Friday, November 16th, 2007
 

This weeks’ Card of the Week is a very versital card from the Battle of Endor expansion, Endor Bunker (A). While not very powerful by itself, it's ability can used to your advantage to win the Ground arena.

The Endor Bunker has Armor and the activated ability "Search your deck for up to 3 Imperial Ground or Imperial Character unit cards, show them to your opponent, and put them into your hand. Shuffle your deck. Endor Bunker doesn't untap during your next untap step. Play only during your build step." While this ability is only a draw ability on the surface, what your draw can help both the bunker and the units you draw.

On a first turn build step, draw out 2x Stormtrooper Bunker Guard and 1x Captain Sarkli (A). With some build cost reducing units (like Vader's Imperial Shuttle (B)) or locations (like Imperial City), you could possibly deploy most of these units during the first build step (depending on what the build roll was).

By stacking Sarkli on the Bunker Guard, each time your opponent attacks the Bunker, you'll be able to attack them back with 5 power. Your Bunker Guard will also gain Stealth and a Retaliate 2 ability.

Overall, this unit combo isn't the greatest in the TCG meta game, but it definitely has the potential to frustrate your opponent.

   
   
   
   

Darth Vader (W)
By Brian Weeks

Friday, November 9th, 2007
 

This weeks’ Card of the Week covers another great card from the Battle of Endor expansion, Darth Vader (W). This card coincides with this weeks’ Feature Article “The Art of the Stack” and can really give your Imperial decks the boost you need.

As discussed in this weeks’ Featured Article, Darth Vader (W), at 6 build, makes rearranging your stack easier when stacked with other 6 build Vader’s. At 40 speed, 4 power, 5 health and “Pay 2 Force -> Evade 2”, this version of Vader is pretty average. Where it gets its uniqueness is through it’s special ability.

Much like Vader of the movies, this card can “Find new ways to motivate” your troops. It’s ability, “Discard one of your Imperial units from any arena -> Each of your Imperial units gets +20 speed and +2 power until end of turn. Play only if no unit is attacking.”, will give all of your Imperials a boost. What’s great is that it gives Vader a boost as well because of his Imperial sub-type. If Vader (W) is four-stacked and you discard an Imperial unit, then his totals would be 90 speed, 9 power and 8 health, all for 9 build!!!!

But, what to run in your deck to discard?? There are three main cards that can be discarded using this ability and can give you additional benefits from the discard. The TIE Fighter (at only 2 build) can gain you 1 extra build point next turn when it’s discarded. Put a TIE Pursuit Pilot (3 build) on the TIE fighter and you can gain 4 extra build points on the next turn. At 5 total build, a return of 4 build isn’t too shabby, especially considering the number of cards that can reduce the deploy cost of these two units.

The third card is the Snowtrooper Elite Squad. For 4 build you get a “rinse and repeat” discard unit. It’s ability reads “As long as Darth Vader is in the Character arena, if this unit would be discarded from the Ground arena, retreat it and remove all damage counters from it instead.” This will basically let you “discard it”, which in turn retreats it. At the start of the next turn, move it back into the Ground arena.

Vader (W)’s “discard/bonus” ability is an incredible boost to all those Imperial decks out there and with a little foresight, can be used over and over again without any huge costs to your deck or strategy.

   
   
   
   

Princess Leia (M)
By Brian Weeks

Friday, November 2nd, 2007
  As discussed in the Article of the Week this week, the IDC introduced a new ability in the Battle of Endor expansion through two units: Executor (C) and Princess Leia (M). But since the article discusses the details of this new ability, this COTW will focus on Leia and how you can use this ability to your advantage.

For 6 build, you get a unit with 50 speed, 6 power and 4 health. Leia also gives Han Solo Lucky 1. Throw in her "double attack" ability and you get a pretty decent unit. But to really take advantage of this ability, you need to give her some more power (and possibly some damage modifiying abilities (ie. Critical Hit or Accuracy)).

There are many ways to give Leia a "boost" for her attack. And because of her subtype of Rebel Diplomat, these various ways multiply. The easiest way to boost this unit would be to stack her. Princess Leia's (A), (H) and (J) would be the most obvious because they all cost 6 build and allow you to rearrange her stack for free. Fully stacked, for 9 build, Leia would have 80 speed, 9 power and 7 health.

Han Solo, as always, is a great way to complement Leia. You can use either Han Solo (G) to prevent damage to Leia (my favorite) or Han Solo (K) to give Leia Lucky 2. Tauntaun Mount would be a cheap alternative to boosting Leia's Speed and Power. Just run 3-4 four of these in your Rebel deck to boost her up. Commando Rifle (or several) will also help Leia and her special ability by giving her +1 power and Stun 2 for each Rifle on her.

The one thing that this Leia is missing is damage prevention. But there are two major cards that can help her with this fault. One is the Consular Ship. Because it has the Reserves ability, it's a unit that can stick around for most of the game (barring any direct damage cards making an appearance (such as Homing Missile). And for 5 build, you can prevent three damage to Leia each turn. The other card that works great with this Leia is Rapid Recovery. For 1 Force, you can remove all of Leia's damage counters and untap her (which would allow her to attack again and use her "double attack" ability again).

I hope I have helped you understand the versatility of this new ability from the Battle of Endor expansion. The chance to attack multiple units, several times in a turn is a huge advantage and may help you win the game!

   
             
             

COTW Archive

2007

 
 


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