Vicious Attack
By Brian Weeks
Friday, January 25th, 2008
With the revealed preview cards today, Creature
decks are about to make a huge comeback. The Rattataki
Businessman/Gladiatorial
Wampa combo will be seen in all future Creature decks. And
today's COTW, Vicious Attack, will make it even more deadly.
Vicious Attack, from the Empire
Strikes Back Expansion, has made it's presence known in almost
every Creature deck since it's initial release. It's ability reads:
"Pay 1 Force -> One of your Creatures gets +3 power
for this attack. Enhance: Pay 2 more Force -> That Creature
gets +6 power for this attack instead." This card is
amazing to me even to this day. The chance to give your unit 6
power is incredible!
As Trent discussed in today's article, "Glory:
The Love Of War", the Businessman/Wampa combo can get
you a Creature with 10/6/6, Critical Hit 2 and the ability of
"If you roll at least one natural 4 for this unit's attack,
roll 2 additional attack dice." This combo gives you
the possiblity of rolling 8 total dice. With Vicious Attack,
this total could be up to 14 Power!
With Cloud
City Battleground, Vicious Attack could end up costing
only 1 Force! Many other Creature combos will be seeing the light
of day once again once Republic At War is released. With more
Gladiators and Creatures as yet unrevealed, the future is bright
for those players who love their Creatures.
ARC Fighter
By Trent McCrow
Friday, January 18th, 2008
With the Republic
At War expansion on the horizon, we will continue to take
a look at past TCG cards, both WOTC and IDC, that could be utilized
in new strategies. Today's Card of the Week is from the IDC expansion,
Fall
of the Republic and works wonders with today's preview card
Clone Trooper
Pilot.
Way back in the ANH expansion WOTC introduced us
to Pilots. For some players they are just as much an important
part of the game as regular units but for others they are not
worth the build investment. It didn't take long for WOTC to introduce
units that could have multiple pilots, (these units came in the
very next expansion BOY), but the IDC took the idea of multiple
pilots to the extreme when they designed the card of the week;
ARC Fighter!
Like most synergistic cards ARC Fighter is
quite weak for your 4 build investment with a return of only 50/2/2,
but when used in coordination with the rest of your decks synergy
ARC Fighter can nearly defend a small planet on it's own!
ARC Fighter lets its owner have a maximum of 2 additional
non-Astromech Droid Pilots providing the opportunity of having
3 normal pilots and one Astromech Droid Pilot!!!
When used with Clone
Trooper Pilot (and some cost reducing cards like Lars
Homestead and Lama
Su (A)) with the maximum of 3 Clone Trooper Pilot's piloting
ARC Fighter with R2-D2
(J) just for kicks, ARC Fighter becomes the source
of all your opponents fear! This 6 card combo, for an investment
of 12 build you are rewarded with:
ARC Fighter
Republic Clone Starfighter
Speed: 80
Power: 6
Health: 6
Accuracy 3
Lucky 3
At the start of the Space battle step, remove 1 damage counter
from this Starfighter.
Is your mouth watering yet?
There are so many different combinations you could
use on ARC Fighter for both offensive and defensive situations,
the options are almost endless. With CW:RAW
there will be many new combos you should consider when building
your decks and this will be the place to see them!
Swamp Speeder
By Brian Weeks
Friday, January 11th, 2008
Looking back through past expansions whenever a
new expansion is released can sometimes uncover some new card
strategies. This time is no different. Swamp Speeder, a
card released in the Fall
of the Republic expansion, has a very useful subtype and ability
that could be utilized with cards from the Republic
at War expansion.
As discussed in today's preview relese article,
the Energy
Lance can be used on both Ground and Character units. For
a cost of 1 build and an Equip cost of 1 build, Energy Lance is
an incredible "bargin", especially if played on the
Swamp Speeder.
For a total of 5 build, you will get a 70 speed
unit with 4 Power, 2 Health, Critical Hit 2 and Stun 4. Deploy
a pilot with damage prevention, such as Wedge
Antilles (B), and the Swamp Speeder should be able to stick
around for a while. Power
Dive would keep this unit coming back for more again and again.
Until Republic
at War is released, we'll just have to wait and see what other
Aquatic or Republic cards may be revealed. But rest asured, it
will be worth the wait.
Trade Federation Battle
Freighter
By Brian Weeks
Friday, January 4th, 2008
With the Republic
At War expansion release on the horizon, we will continue
to take a look at past TCG cards, both WOTC and IDC, that could
be utilized in new strategies. And because of the Acclamator
I-class Cruiser that was revealed today, the Dark Side must
look at ways to defend against this cross-arena attacker. Luckily,
a card has already been designed to defend against this Light
side unit: the Trade Federation Battle Freighter.
Originally released with the Jedi
Guardians expansion, the Trade Federation Battle Freighter
and the Trade
Federation Core Ship, were two cards that eventually evolved
into their own attack strategy ("What
Goes Up "). With some of the newer Trade Federation
build reducers that have been created since this article, this
"elevator" strategy could be revisited again.
For 8 build (or less depending on the TF build reducer
you employ), you get a 10 speed, 7 power and 7 health unit that
can be used to deploy a Trade Federation Fortification into the
Ground arena. It's ability text reads: "Discard this unit from the Space arena -> Show a face-down
Trade Federation Fortification card in your build zone to your
opponent. Put 5 build counters on that card. If there are enough
build counters on it, you may finish building it (deploy it into
the Ground arena). Play only when no unit is attacking."
The deck strategy discussed in the above article
would allow the Dark side player to combat the Acclamator
I-class Cruiser in whichever arena the Light side chooses
to move it to. And since the Acclamator
I-class Cruiser must move during the build step and the Trade
Federation Battle Freighter can move "when no unit is
attacking", the Dark side gains an added advantage to discarding
and deploying to whichever arena needs the extra help.
Check out Matt Hyra's article and deck design and see if you can
come up with something even more efficient by using more recent
cards for the Trade Federation.
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