Greetings, followers of both sides of the
Force. The Opposition Cycle keeps going on step by step and this second pack
brings us a great variety of cards and surprising strategies that we are not
used to see: Recycling events, enhancement interactions and a lot of black blast
that points to faster matchs and
stronger strikes for each faction (except for the Sith, which is at the tail of
the Dark Side). Who will survive in such a wretched hive? It seems that Zeb
will do…
Set 236
Resourceful Survivors 10/10
Rebel Alliance is, perhaps, the faction with
less events of its own, but there is no doubt about their destructive power. Playing one (or several) Rebel Assault from the
discard pile after having played it before is a wreck. It also allows you to make
2x1 Concentrated Firepower if you have enough shields to resolve it and you
will discard a Desperation without concern because you know that playing it is
only a matter of time. In addition, it is Yavin
4, so if at your own risk you play with Dodonna, you can draw one card when you
pay with it. Indeed a card a lot of
strategies will revolve around, that gives a great and necessary (fire)power to
the Rebels and opens a new pace to matches. The only downside if you build around it is that maybe you can't get it out.
General Vander Willard 7/10
The illustration shows a younger character than
the real Vanden who, had he been Elite, would be a perfect -Navy- character.
His stats revolve around the number 3 (a good thing) and all of his combat icons are black
(a better thing although he has only one blast). This rebel Leader can full throttle your deck if you are able to play events once
or more times with the effect of his own objective. If so, it will be easy to use him
as some sort of Inquisitor. But only "if so".
Alderaanian Survivor 5/10
He will help to the deck’s synergy or he will do
exactly nothing. If at least his cost was 0… If at least he would have a
blast (even a white blast)… Because this weenies sometimes seem to be doing the same thing with a blaster (even a black blaster) that without it. Being a Trooper is also not very useful in LS (maybe one day…). He is for those
lucky players who need two damages to win, play the Survivor and draw a Rebel Assault. Achievement unlocked!
Peaceful Resistance 6/10
It is a rebel event, and that is good, but …
how many times are you going to discard from play a DS non-limited enhancement?
Yes, there are a few of them, and they are really good, but it seems that this event will be placed in an edge stack or in a discard pile more than be played. It
may work if we go against an early Rule by Fear or a Fortified Holding Cells, and
it can be effective while the new Navy set is being tested, but after that…
A New Hope 8/10
It always has seemed to me a great event in a
very bad set and now is reprinted in a very playable one (it is a good idea
recycling the best events of each faction in better sets). If you get to
play it at the right moment it will make your victory easier, specially if you
have Freeholders and a table plenty of mains (and your opponent hasn’t, of
course). Remember that you can play it
from your discard pile if you have the objective, so you must not worry about
keeping it in your hand. It is killer being played during your opponent’s turn, or
while his mains are focused and he must choose between defending with weenies
or leave the big guys in play. Although it can do nothing depending on what your
opponent has on table, it is always a good life belt.
Preparation and Planning 9/10
A new fate card with a high strategic value
because it allows you to hide the strategy that you have in your mind (and in
your hands). It has synergy with its set and with the entire Rebel faction because
gives you sweet Assaults for free, and if you have nothing in your hand at
least it gives you two force icons for the edge and your opponent will be
scared for a moment. Warning! It works until the turn ends, so you will be able
to do tricks during the Force phase if you want to. Very good.
This is an heterodox set with a powerful
objective but weaker cards. Had it had more powerful events, it
would have been better to build around. As it is, is mostly a supporting set, but it is clear
what is going to share deck with, and the damage that it is going to bring. Again, the
worst thing is that if you don’t see the objective your strategy will be
strongly punished, but it is worth trying because it can be really devastating.
TOTAL: 7/10
MVC: Resourceful
survivor
Set 237
The Last Warrior 7/10
It will be useless if you have not Specter
units or your opponent has nothing to draw (this is less probable than the
other). But if both conditions exists this objective can be a strong pain. It will become better when the Cycle is over, but in the meantime it can be helpful and, above all, it has
Influence.
Zeb Orrelios 8/10
This is a good adaptation of the first sketch
of a wookie drawn by Ralph McQuarry to an animated character, and it’s a good
adaptation from the animated character to the illustrated one (learn something, Sabine!). A new Specter unit to the band (we have half) with two abilities
that together can be none or almost none. I mean: the first one will help you to clean the table,
but it will depend on how much you have built your game (hi, Momaw Nadon,
what’re you doing?) The second one will seldom be effective because your
opponent will choose to discard a card from his hand (but, at least, this is a
good thing for you). Anyway, this is a very good unit by itself, and will be
better if Han helps it with a DL-44 Blaster Pistol…(does anyone remember the
Hold-out Blaster?). Anyway, if yo get him with two guns and running... BOOM!
Freelance Slicer 10/10
Hi? Is anybody there? That is what the real Freelance Slicer that broke into FFG was saying before he wrote again this
card, because this is the only explanation we can imagine for this wreck. Black blast, he allows to play enhancements for free from the
deck and he can be put into play with the Spark of Rebellion. If you play the
Slicer soon and with a Children of the Force you will be able to play a lot of
everything at lightspeed. If you don’t, at least you know what are you going to
draw. This guy must be killed at the very moment he enters play, what is
possible by the eternal return (if he ever left) of core Vader –keep on reading below-, or as soon as possible if you don’t play
Vader. Simply brutal.
Bo-Rifle 8/10
It cannot enhance whatever you want, but if we
take the decks in which we play it into consideration, that is pointless. It is
very useful if you want to cheat Tarkin and tease everybody by playing it as an Action during the conflict phase on the most profitable unit. Draw!
Improvised Defenses 10/10
This is another card powered by the
freelance’s hand, because he didn’t want to come back home thinking that
Smuggler and Spies had only garbage since Imperial Entanglements was
printed. A 2x1 enhancement that can be played for free as an action (with the Freelancer), gives more
damage capacity to the objective and comes back to your hand so that you can
play it again or put it in an edge stack (and then take back to your hand again
through the Ithorian Junk Dealer's action). Perfect. All hail to the freelance runner who overpassed all of FFG's ice! (Sorry, wrong game reference).
Well Equipped 10/10
A new fate card of great tactic value that,
again, it’s in a synergic set in which can remove a focus token of a enhanced
unit with the Bo-Rifle or from the objective enhanced with the Improvised defenses. A great synergy with Specters, due to Sabine’s set (which contains
it, too) and attention, because if Commando Raid is in play, it will be like a free Force Rejuvenation. Pure versatility and strategy
A good set for Specters with a great weight by itself into its own faction. Black blasts and synergy, tons of synergy, whatever you want play it with.
TOTAL: 9/10
MVC: Freelance Slicer
Set 238
The Emperor’s Cabal
7/10
Too many people from the prequels there… Anyway, Coruscant objective, which always let
the mind fly and imagine bizarre decks. Its ability seldom (or even never) will be
used against Jedi; but besides that it allows you to have a Force Choke in your hand each turn
if there are four in your deck and the cycling goes on, or even more dangerous events like Force Lightning
or Telekinetic Strike can be there again and again. Be careful with it , though,because it will block your hand if
you only draw events and no units. Interesting anyway.
Sim Aloo 5/10
Bridge partner of Sate Pestage (no, they
do not play sabacc), this guy is a sort of half Winter if he manages to strike and you have
an event in your hand. Too many difficulties for an ability that sometimes can
be very annoying or give you a break, but more frequently won't do a thing maybe because the guy doesn’t strike or you have no events in your hand or there isn’t any enhancement which return to the deck. He must, nonetheless, return his clothes to
Prince’s heirs.
Imperial Senate Guard 7/10
A new guard with guard stats and with a true
guard ability. It’s good that it is once per turn (and no 1 per turn) and it can be a salvation in your most difficult moments. Very good, but it has a
handicap: sometimes it won't have no fuel (events) to use his ability. And also, and the sooner we accept ir the better, comes in a mediocre set. Mediocreeeeee! (sorry, wrong movie reference).
Executive Override 3/10
Maybe it would be funny watch your opponent’s
face if he cannot use his Trust your feelings or his Shien Training, but all of
us know that this card is going straight to the edge stack ALWAYS (as Crisis of
Identity). You cannot use it when you want to, so you must keep it in your hand
until your opponent do something with an enhancement, what maybe never happens and, if it does, maybe it is no so relevant either. Bad card.
Cruel Procedures 8/10
Pain. And the cause of the return of core Vader (again, if he ever was gone). You can build an unbreakable wall if you have enough damaged units and protectors that can unleash a feeling of frustration
and agony in your opponent only comparable to play against pre-Faq Navy. The fact that its cost is 1 resource is balanced
but provokes anger. However, we have…
Preparation and Planning 9/10
It allows you to play Lightnings for 1, the
brutal Anger for free or There is no Escape for 2. (if you are really into Coruscant bizarre) A
pity that Join me! must be paid but, as Sim Aloo uses to say to Sate Pestage: Nobody's perfect.
This set follows the Pestage’s path
(handling the discard pile and hindering with your opponent’s enhancements) but it’s
too far of being as good as its predecessor. The Guard and the Cruel procedures are remarkable, but you are
not going to remove anything to add this
set (even the maximum one copy it deserves).
TOTAL: 6/10
MVC: Imperial Senate Guard/Cruel procedures
Set 239
Pattern Analysis 7/10
It is not the over-the-top objective that we are used to
see in Navy, but this objective enables without doubt a new strategy that can
be as interesting as the Edge ability on DS always does. It has been limited to be useless with pilots, but it can be funny played with Sith. It’s enhancement time!
Agent Kallus 10/10
Characters from Rebels always rock, specially if he is the bad guy
and is portrayed as a very, very angry Liv Schreiber. But all of this is nothing if
you compare it with his ability, nothing else but a total extermination. Be careful,
because he can give you the fright of your live and has a great trick: you can
attack one objective to activate his ability and after that play a
Superlaser Blast or an Imperial Fist targeting another objective and not the engaged one -and using his ability as well-, so you clean the
table and also keep your hands clean. KA-BOOM!
Academy Engineer 6/10
So these are the ones who have the f**** white blast of the Alderaan Survivor! They are like Superlaser Engineer but they
will not make you throw up (neither cry if you have nothing more to play). If
you are Well Equipped with enhancements, as it seems that is going to be, they
maybe will be helpful (and also they get resource enhancements, so...).
Squad Leader 5/10
The Mysteries of the Rim’s enhancement for
Imperial Navy. Ok. It will go straight to an edge stack if you don’t draw it
early, unless you had committed to the Force someone you should not. It will
give you more edge if you have its objective in play. Circumstantial.
T-7 Ion Disruptor 6/10
Did you mean Bo-Rifle? It is worse for Navy
than for Smugglers, but if the objective is on the table your business can go
better. Make it aggro.
Well Equipped 10/10
The fate card that justifies so many enhancement Is the one that makes them actually powerful. This card allows you to
cause great havoc and opens the door to a large number of events. Let’s polish our Flamethrowers!
A strange set if we compare it with its predecessors, but it would create interesting dynamics and combos. The main character can save a match by himself, only with a bit of fortune and trickery. We keep on watching what will be on Navy side…
TOTAL: 7/10
MVC: Agent Kallus
Set 240
I don’t like you,
either 10/10
A criminal version of Trust me! because of its
faction and its ability. I think that FFG doesn’t know what it has done with
this card which can win games by itself. It cannot be played with the
Superlaser Blaster, at least. Most "comboable" card ever.
Dr. Evazan 9/10
Scum main, cost 2, tactic and an ability that
can be a real pain if you have units of all costs and sorts (so it is supposed to get better when the game advances). An almost
perfect kit, but as the Scum unit’s malus are often the reactions you are not
able to blank a Headhunter neither an Energy Spider to your full advantage and you will have to settle with...
Ponda Baba 7/10
A tank that will easily be played by 2 and that
is useful to activate his partner’s ability (which is very thematic). However,
if you cannot blank him, he maybe will cause you trouble by attacking when it
is not appropriate. It seems this version has both arms.
Coerced 7/10
2x1 taking "mains off", plain and simple. Also great card for the edge, but if you don’t
draw it soon… Have I said a great card for the edge?
Prized possession 10/10
The Scum resource card in a great set
which is not so focused in one particular mechanic (unlike the droid’s one). The resource card that this
faction needs.
He doesn’t like you 6/10
It is designed for attacking with Ponda,
spiders and the rest of the Scum bulls when you know that nobody is going to
defend. Or when you know that all but one are going to defend and that one is
who you want to eliminate. Very good, but it may stay on your hand way too long if
you are in a defensive strategy, if your attack is a suicide or if you have not
enough pistols.
A very well designed set, almost thematic, a broken objective and two mains (hello Prince’s Scheme). It matches in an aggressive or rush deck, specially if you can play the objective and the events (yours and opponent’s).
TOTAL: 8/10
MVC: I don’t like you either
This force packs brings variety and balance,
except for the Sith, that remains the less powerful faction in DS nowadays. Very good objectives, above the media of the rest of cards, and another taste of Specters, which soon are
going to be in a deck that will work by itself if the Spark is on the table.
Anyway, it seems that the level of the cards keeps high and strategies are more
varied. We really hope this way never changes.
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