Card of the Week - August 2009
   
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Card of the Week - August 2009
   
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Guidance of the Chancellor
By Trent McCrow

Friday, August 28th, 2009
 

This week our Card of the Week is one of the older cards that was made by Wizards of the Coast as part of their Jedi Guardians expansion. Two weeks ago we hinted that his card was part of popular combo and today Guidance of the Chancellor is our Card of the Week.

This card is in my opinion one of the most versatile mission cards in the Star Wars Trading Card Game. For an investment of one build you get to do the following:
Look at your opponent's hand. Then choose a player. That player counts the cards in his or her hand, discards his or her hand, and draws that many cards.

Choice is a good thing and this card gives you a great opportunity to change the game. Being able to know what your opponent has in store for you by looking at their hand is always advantageous. But then there is a tough decision to make. If you think that there hand is pretty weak or they don't have any cards that would trouble you you can choose yourself and then redraw your hand. But if your opponent has a card in their hand that will ruin your strategy you can choose them and hope that they don't redraw it.

As mentioned two weeks ago this card works wonders with Communications Disruption as you will always choose your opponent and they will have to tap units equal to the number of cards in their hand! But you can also use this card in a deck destruction deck or in a card denial deck. Because this card is so versatile that is why Guidance of the Chancellor is our Card of the Week.

   
   
   
   

Mon Mothma (C)
By Brian Weeks

Friday, August 21st, 2009
 

In this weeks' Battle of Hoth preview article, Vigilance, General Carlist Rieekan (B) allows you to retreat Rebel units and then deploy Rebel units from your build zone. Rebel Reserve units can benefit from this ability and this weeks' COTW, Mon Mothma (C), is one of those units. Her ability reads: "Reserves: [tap], Pay 1 build point -> Each of your Rebel units' activated abilities costs 1 less Force and 1 less build point to play until end of turn. Play only during your build step."

One strategy with this card and General Carlist Rieekan (B) is to leave the units in one of your other arenas retreated. Then retreat and deploy those units in the Space or Ground arena as needed. Whichever arena your opponent is neglecting, retreat and deploy to that arena. With Mon Mothma (C), she can then tap (once retreated) and give your Rebel units her activated abilty bonus. Play Take Evasive Action or Desperate Confrontation to give your units free Evade 1 or +2 power. Add in Millennium Falcon (N) and you can give your Rebel Starfighters free Intercept as well.

   
   
   
   

Communications Disruption
By Trent McCrow

Friday, August 14th, 2009
 

There has been a lot of talk about the card we've chosen as the Card of the Week over at the rebelbasers.com forums. Some people have put together a card combination that when pulled off can be very effective in winning you the game. So this week we are going to feature one of the key cards in that combo: Communications Disrtuption.

This Mission card is available only to the Dark Side player and represents when the Trade Federation cut all communication to and from Naboo by jamming their signals. To complete the Mission you must spend 2 build on it and you get the following effect: "Whenever your opponent would draw a card this turn, he or she chooses one of his or her untapped units in any arena and taps it."

As the Dark Side player goes first, this means you are always guaranteed your opponent will have to tap one of their units when they draw a card at the start of their build step. If your opponent wants to use their Jawa Sandcrawler to cycle cards they will have to tap 2 more units and by having Bespin System in the Space arena, they draw an extra card at the start of their build step further crippling them.

But the real power of this card comes when you play Alter the Deal or Guidance of the Chancellor after it forcing your opponent to get rid of their hand and redraw that many cards. There is the potential for each of your opponents units to be tapped before their Build step even starts and that is why Communications Disruption is our Card of the Week.

   
   
   
   

Tobler Ceel (A)
By Trent McCrow

Monday, August 10th, 2009
 

The Card of the Week was featured in the IDC's most recent battle report from Grand Admiral Shaun and myself and was the key unit in my deck's strategy.

The Fury keyword has proved to be an interesting addition to the Star Wars Trading Card Game as it is the 3rd keyword ability to trigger from the result of an attack dice roll. It follows in the footsteps of Critical Hit and the WOTC developed Parry (which made its appearence with the IDC's 1st expansion Fall of the Republic).

Fury activates when a natural 4 is rolled during an attack dice roll which will then give you the opportunity to roll additional attack dice. In a game where the more dice you roll against your opponent means the greater your chanches are of winning means that Fury is one of the most valuable abilities in the game.

Units that have the Fury keyword are usually pretty good, but a unit that grants the keyword to other units as well as itself is even better and that is exactly what Toble Ceel (A) does! For an investment of 5 build (and you get a pretty solid character too) you can give all of your Gungan units with power higher then their health, Fury 3.

With the release of Invasion of Naboo there is now a plethora of Gungan cards for you to pick and choose to benefit from Tobler Ceel (A)'s leadership. Some of my favourites from Invasion of Naboo are Kaadu Cavalry, Gungan General, and perhaps the best of them all as it already has it's own Fury ability; Militiagung Squad.

   
             
             
 
 
 


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