Republic units are about to get a "boost"
from many of the new cards to be released in the Republic
At War expansion. One such card was previewed today, Chancellor
Palpatine (I). And one of the many cards that will benefit
is the AT-OT, which was from the Fall
of the Republic expansion. Let's take a look at how AT-OT
will benefit.
AT-OT, at 6/40/4/5, also has the abilities
of Armor and Critical Hit 1. But with Chancellor
Palpatine (I), AT-OT can benefit you by costing 1 less
build (through Palptine's build reduction ability) or through
Palpatine's Reserve's, AT-OT would bump up to 6/40/6/5,
Armor and Critical Hit 2. This would make AT-OT a pretty
hardy unit for just general attacks or even for various Stealth
units.
Another great addition to AT-OT would be
Chewbacca
(J). Chewbacca, as a walker pilot, would give AT-OT
the additional abilities of: +10 speed, Accuracy 1 and "Pay
2 Force -> Retaliate 4". Wow. What a powerhouse. There
may be more additional Republic units and/or Walker pilots in
Republic At War. We'll have to wait until March 14th to see what
the set may hold.
Orn Free Taa (A)
By Oren Weiss
Friday, February 22nd, 2008
Stealth: It seems to be a common theme in most of
my COTW articles. I feel like Stealth's biggest benefit is that
it forced players to search for new and interesting ways to beat
it, allowing for cards once considered old and unplayable to be
born a new. One such card that has been reborn in this manner
is Orn Free Taa (A).
In today's meta, Orn Free Taa (A) is considered
an infinitely useful unit. For 8 build, you get a neutral unit
with 10 speed, 3 power, and 5 health. Pretty terrible, especially
considering you can get considerably better stats for 8 build.
However, as always, the ability makes it all worthwhile: Tap,
Pay 1 build point -> Choose one of your opponent's units. Tap
that unit. Play only during your build step. Whenever a unit attacks
Orn, prevent all damage that unit would do to Orn this turn unless
your opponent taps one of his or her untapped Characters. Orn's
political power evident through his ability renders Stealth near
completely useless. Not only does the TwiLek Senator work
against Stealth wonderfully your opponent must tap at least 2
units to get a chance of damaging him!
Orn is most commonly used in build gain decks, alongside
build gain units like Imperial
Banker, San
Hill (A), Pirate
Swoop, and the Death
Star II (D). Orn can also be used in conjunction with Jabba
the Hutt (C). Whenever your opponent tries to attack another
unit, you can just have Orn intercept, forcing your opponent to
tap 2 units if they want to damage Orn. When facing any character
tank decks, this strategy is really useful. Orn, unfortunately,
has many enemies. Any unit that has unpreventable damage (like
Darth
Vader (R) and Luke
Skywalker (S)), can place damage counters (like Darth
Sidious (E)), or can get unpreventable damage through Vendetta
or Meet
your Destiny will destroy Orn fairly quickly. Though precautions
can be made to account for these units, it's still something one
must consider when building a deck with Orn.
But, even though Orn can be countered, he is still
very powerful, and every deck builder should consider putting
Orn in their decks.
Jedi Command
By Brian Weeks
Friday, February 15th, 2008
The upcoming Republic
At War expansion will definitely introduce more Jedi units
to the game. Players must then go back through previous sets and
find any "hidden jewels" that may help in their deck.
Today's COTW, Jedi Command, may be just that card.
Jedi Command, released in the Fall
of the Republic expansion, is a Battle card with the text:
Pay 4 Force-> Choose an arena. Each of your non-unique units
in that arena gets +2 power until end of turn. Play only if you
have a unique Jedi in that arena. While fairly pricey at 4
Force, this card can be a great boost to Jedi/Clone Swarm decks.
Keep an eye out for other units that may benefit
from Jedi Command in the new IDC expansion, Republic
At War.
Nos Monster
By Brian Weeks
Friday, February 8th, 2008
One of the Scavanger
Hunt Revealed cards, Underwater
Tactics, has the potential to add some "umph" to
your Aquatic Creature Decks. And with today's Card of the Week,
Nos Monster, this "umph" becomes even more painful
for your opponent.
Nos Monster, released in the Revenge
of the Sith expansion, was a below average creature at best
when it was released. At 3/20/4/4 and ability of "This
unit gets +30 speed as long as there is an Aquatic Location in
play.", the unit saw little play. But now, with Underwater
Tactics, it's an incredible unit. Underwater
Tactics, which has the game text of "Each of your
Aquatic units gets +2 power and Critical Hit 1 until end of turn."
would now make Nos Monster a 3/20/6/4 with Critical Hit
1. And if you have an Aquatic location in play, 3/50/6/4 with
Critical Hit 1.
There are several Aquatic units available now and
there may be more once Republic
At War is released. A good Location that would complement
this unit would be Utapua
Sinkhole. It makes each Ground unit lose 1 power and 10 speed
unless it's a Creature or Aquatic and, because of its Aquatic
type, would give Nos Monster the +30 speed boost.
There are many other units that would work well
with Nos Monster and Underwater
Tactics; Malakili
(A), Vicious
Attack and Wampa
Cave just to name a few. I look foward to seeing the new creature
decks that appear because of this one new Mission card.
Trade Federation MTT
By Brian Weeks
Friday, February 1st, 2008
The new preview card today, B2
Super Battle Droid, from the Republic
At War expansion, has the ability to deploy from your hand
at the beginning of the Character battle step. A great way to
get the B2 into your hand is by using today's COTW, Trade Federation
MTT.
Trade Federation MTT, from the The
Phantom Menace Expansion, has, in the past, been present in
most Trade Federation swarm dekcs. I have a feeling that it will
be making frequent appearances again in those decks.
Not only does the Trade Federation MTT have
Armor, but has the ability "When you deploy this unit,
you may search your deck for up to 3 Trade Federation Droid cards,
show them to your opponent, and put them into your hand. Then
shuffle your deck." For a six build investment, the ability
to draw three cards (usually cheap, swarm units), is pretty decent.
And with 10 speed, 4 power and 4 health, it could prove to be
annoyance for any Stealth units out in the Ground arena.
The Trade Federation MTT has a Trade Federation
Droid Transport subtype, so this unit can take advantage of such
build reduction cards like Separatist
Headquarters and Nute
Gunray (C). And don't forget C-9979.
This Transport will allow you to search your deck and draw out
your Trade Federation MTT's. Look into the other Trade
Federation and Separatist cards and ready yourself for the next
IDC expansion, Republic
At War.
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