Battle Droid Sniper Team
By Oren Weiss
Friday, August 22nd, 2008
In my opinion, one of the hardest things about playing
Dark Side is playing the Ground arena. In the modern arena, the
Light Side has a huge edge over the Dark Side in the Ground arena
because of Stealth, which leaves about half of the Ground units
at a player's disposal generally useless. The IDC needed to create
two kinds of cards in order to give the Dark Side player a competitive
chance against Stealth: slower units with more staying power,
and units that circumvent traditional attacks. Today, the card
I'm going to feature, Battle Droid Sniper Team, belongs
to the latter category.
For 3 Build, you get a Trade Federation Droid with
20 speed, 4 power, and 1 health. But the ability makes this unit
worthwhile: "[tap]-->Choose one of your opponents ground
units and roll 4 dice. For each 2,3,4,5, or 6 rolled, do 1 damage
to that unit. Move this unit to the ground arena tapped. Play
only at the beginning of the ground battle step starts."
This ability is definitely one of the best reserves abilities
in the game. It essentially gives this unit the chance to attack
any unit in the ground arena, even those with Stealth, with Accuracy
2. Not only that, but this ability also gets around units with
Armor, Shields, Lucky, and Parry.
There are many ways to get the most usage out of
this very powerful unit. One of my favorite ways to utilize this
unit is to discard it after you use its tapping ability. The two
best ways to do this are by using Dark
Sacrifice or Lando
Calrissian (C). Using Dark Sacrifice, after using Battle
Droid Sniper Team ability, you can discard it and pay 2 force
in order to give each of your other Ground units +4 power. Using
Lando Calrissian (C), you not only prevent all damage done to
Lando for an attack, but you also gain 2 build points, meaning
that playing Battle Droid Sniper Team only costs 1 build
to deal a blow to one of your opponent's ground units and prevent
damage to a possibly powerful character stack!
In the end, Battle Droid Sniper Team is an
infinitely useful ground unit. I would suggest that every player
should incorporate this card into their decks. This card is just
what the Dark Side needed to combat Light Side Stealth: a cheap
yet effective unit.
Into the Abyss
By the second Revan
Friday, August 15th, 2008
In Jedi decks, Force has been generated by multiple
means, like Recognition
of Valor. However, RAW
has provided another Force generator. Into the Abyss has
2 effects. The first one, removing the card from the game, is
useful; however there are very few cards that exploit the discard
pile in SWTCG. The other half is more useful. You gain Force equal
to the amount of build that the opposing unit costs. This is great
for a cost of only 1 build!
Recently, in the Ki-Adi-Mundi
(C) article, we discussed the problem with his Upkeep, and
how it stopped you from using your Evade abilities. Into the
Abyss can help fix Ki-Adi-Mundis Upkeep problem. Many
decks today use some powerful cards, like Darth Vader, costing
around 10 build points. That means with Into the Abyss
you would gain 10 Force. With that much Force, you can afford
to do a lot of evading - especially when Yoda
(H) is in the arena.
However, Force is not restricted to activated abilities.
There are also powerful Battle cards are extremely useful. With
the Hotwiresbanning,
Battle cards will be used more frequently. With all the extra
Force, you could gain a large advantage easily. Throwing down
multiple Battle cards in one turn could cause a whole lot of havoc
for your opponent, allowing you to gain the upper hand. Even if
your opponent had enough copies of Dismiss
or Change
Of Destiny in their hand, would they have enough force to
stop you?
However, this card has problems. The first is the
other cost; the corruption counters. Darth
Vader (X) could cause problems too. To be able to deal eight
dice of damage to your Jedi is not a nice thought, and that attacking
power could always be boosted by Battle cards - or stacking. The
Dark Side have several cards that exploit corruption counters,
and any of these could be used against you, and cause everything
to backfire. However, corruption counters are not highly competitive
yet, and it will still be some time before a corruption counter
theme reaches tier 1 status.
The biggest problem is premeditation. You have to
plan when you are going to use it. You have to know that the chosen
Jedi will discard the card you are aiming at - or have a very
good chance of doing so. The last thing you want is to waste the
card. Also, you want to gain a lot of Force, so you need to hit
an expensive target. If your attack was intercepted, you could
end up with a measly 3 or 4 Force instead of the bounty you anticipated.
The card is a gamble to play, as everything has
to be just right, however, when everything is in place, this card
has the potential to wreck havoc!
Obi-Wan's Speeder Bike
(A)
By the second Revan
Friday, August 1st, 2008
One popular strategy in the SWTCG is to create a
'tank'. Using a card that absorbs nearly all damage, and keeping
it alive, until you can get something else out. This is evident
with cards like Yoda
(J), with the new Mace
Windu's Lightsaber (A) attached and Luke's
X-Wing (E), a card so effective that it is now banned from
competitive play!
However, RAW
has another tank card; Obi-Wan's Speeder Bike (A).
With Parry 2 and Pay 2 Force -> Evade 2, this card can shrug
off a lot of damage. When assisted by Wedge
Antilles (B), who can prevent another 2 damage, Obi-Wans
Speeder Bike (A) has real staying power..
However, one of the best things about this tank
is that it can still be used when you have other units out. Other
tanks fail when other targets are shown, but with
Dack
Ralter (A), you can get Pay 1 Force -> Intercept. It's
cheap, and you can still have another pilot. This can help defend
your other units when you have deployed them.
Be careful though. Unpreventable damage will destroy
this card!
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