Greetings followers of both sides of the Force.
Once more we bring you the bilingual analysis of the new pack so nobody is going to be
delayed about the knowledge of its strategies, synergies and tricks. This pack gets back former and sadly forgotten concepts as Pilots (#faqtarkin) and "unblockables" and a
new one, Night, that nowadays needs more cards that support it or even oppose it (will Day cards arrive?). Let’s see what brings so much Meditation and
Mastery…
SET 241
Daughter of Tanaab 8/10
This objective would be very good if it worked
always, because Jedi is a faction full of events; although forcing your opponent
to attack to cancel its text can be sometimes profitable in a defensive deck. My only doubt
is: what happened in Tanaab for Lando to make that "little maneuver" and also there is a jedi in hiding? Please, if anyone
knows, write it below on comments. Thanks!
Serenda 6/10
A good ‘weenie’ that makes things when dies.
¿Good things? Yes. ¿Super good things? No that much. It is not bad searching an
event, but it is a little poor as a main's ability given the state of the meta.
Cathar Defender 4/10
Too many ‘1’ this ‘weenie’ has, whose only virtue
is shielding. He also gains one more blaster while defending, because it is
known that in this game the LS' goal is to defend all time….
Gotal Outcast 2/10
What? Do we have an overprinting of Gotal
Outcast? Ok, there is place here. Yes, they are very useful. They are like the new
Scum. More events in an event set? No, no, Gotals. You’ll see, they are just asking for them….
Return of the Jedi 9/10
One of the best events of the whole game that
bears the curse of being in the worst Jedi sets ever printed. I can only say:
Why, FFG, why?
Preparation and Planning 10/10
Cycle’s fate card, and one of the game’s best.
Playing Jedi it can give you a free Yoda, You seek Yoda, or make a surprising Force
Rejuvenation and your make will finish the match. Also useful if you play Jedi
Gamor and want the Bamboozle for free. A pity of a set, I don’t remember if I
have already said it.
What happens in Tanaab stays in Tanaab... |
A barely passing for a set where everything would be acceptable and even
playable (by one) if the two secondary units were useful or were events (al
least one of them). Maybe you can use it in a experimental mono-jedi deck with Spark of Rebellion. A pity wasting Jedi’s Preparation and planning. I hope
that they don’t do the same with the Smuggler copy of the fate, which I consider a key one
in this faction.
TOTAL: 5/10
MVC: Return of the Jedi
MVC: Return of the Jedi
SET 242
A Legend Begins 9/10
It is not a 10 for three reasons: it’s Rebel affiliation
only, there are only 4 rebel fates today and it is 1 pero turn. Anyway, I understand that they have limited it because it is amazing that the
objective can win matches by itself. And it is Yavin 4, for those who have not passed the Dodonna’s experimentation phase yet…
Wedge Antilles 7/10
At least a card that gives black blasts to the
rebels (to Vehicles and with
limitations, but it cannot be perfect, of course). And, talking about not being
perfect, he is Pilot, so if your rival plays Tarkin or you have not ships in
play… So you better play a lot of Stay on Target (Wedge is also a bit anti-synergic
with the Rogue Squadron X-Wings), be courageous and go ahead, because the
rebellion is not going to win by itself.
Red Two 6/10
It gains damage capacity and a black blast
from its former version, which is good, but you have to read its ability twice
(maybe more) in order to understand it right. Play it with Wedge in a pilot
deck and you will have a very hard trick, moving blasts and getting the best of
the best pilot in the Galaxy (with Darth Vader`s permission). But also you can do absolutely nothing.
Pilot Ready Room 10/10
It is a classic, it is Rebel and not only is
not limited but it reduce costs. Enormous 2x1.
Tactical Planning
10/10
It has 3 pips to the Edge and its ability is
great in order to avoid that annoying tactic which all Navy units have now. It
will do a lot of harm, and will surprise to all of those who keep playing Navy
in autoplay mode. It is, indeed, the card that will allow play pilots again,
because those who play Navy to discard pilots and destroy ships with Moment of Triumph have to assume that
they probably eat four of this fates (maybe more due to Page’s Commandos) and
risk the match.
A simple set but full of strategy that brings
pilots, a cycle and a thematic killed by one single
card back again (or at least try to). This set goes straight against Navy and, as we will see, it is more
powerful that the Imperial one. Good news for the Rebel Faction lovers,
although the Character deck is not
clear yet.
TOTAL: 8/10
MVC: A Legend Begins
MVC: A Legend Begins
SET 243
Resistance and
Rebellion 6/10
One more damage capacity for an "unblockable" ship can be
very good in a certain moment. And nothing else.
Nien Numb 8/10
New mechanics for old cards are always welcome,
specially when they try to remove the dust from the "unblockables" and add pilots that are effective
and don’t count against the pilot limit. In a good first turn and due to his tactic (given by looking at Nien's face) it enables massive damage.
Loyal Co-Pilot 6/10
He has like three hundred conditions to do
things and none of them are gaining blast damage, but at the right moment he can help
to keep your ships moving. If you have good initial objectives he will give you
a 2 cost piloted ship soon, with which you will break the blockade without troubles. His 2 pips
will be useful in edges when he can’t do anymore.
YT-2000 Freighter 8/10
It is ugly, very, very ugly, but it
does the work which you pay it for (a bit like Dengar). Gaining up to edge 2, with
all the bonus it can obtain among objectives and pilots, can turn it into a very
powerful unit that has enough blast to do the necessary damage.
Spacer Cantina 10/10
Don’t forget that the other set where it comes
has a Transport and a Stay on Target
too. They do it well when they want to.
Stay on Target 10/10
A Fate against Tarkin that can surprise
(specially if you can play a Surprising Maneuver after) and can be the difference
between a ship that does nothing or a ship that does everything. I guess that
will go x3, at least, in the deck that is based on this set.
It is curious how in this game a
forgotten faction or strategy can gain a lot with very little. It is true that
this set doesn’t fix all the troubles of playing Pilots and "unblockables", but it allows to remove the cards from the holder and try, and I am
sure that those who have forgotten how to play against them will take some fright.
TOTAL: 8/10
MVC: YT-2000 Freighter
SET 244
Inexorable Destruction 8/10
This is, for me, one of the funniest and most
explicit illustrations of all the game, and it’s name is quite literal since activating its
ability can allow us a huge strike and to destroy our opponent’s strategy.
Warning! When your unit strikes, it only do it whit the black icons, but I have
the feeling that in that engagement it will not matter.
Admiral Screed 6/10
He rocks (we have seen him yet in a card, do
you remember where?) but his ability leaves me like his fist: cold and
metallic. It is the first pilot for Capital
Ships but the two extra damages seems few if you think that the destroyer
and everything else that has participated in the engagement will probably have
done their work. It is good if you combine it with the destroyers of Deploy the Fleet, which it is exactly
what you cannot play together with Yularen. Bad business.
Demolisher 9/10
I don’t know why some guy would modify a Gladiator-Class Star Destroyer to remove the Edge1 and the tactic, but the result is not bad at all. A lot of damage,
and after that somemore, dealing one extra to the engagement and, above all,
penalizing your opponent at defense. Played with an Imperial Fist it deals the same damage that the Executor itself.
BOOM.
Nebulon–B2 Frigate 10/10
Come on, black tactic in a 3 damage capacity Capital Ship that gains another icon
when strikes. Ok, you have had to win the edge, but … Gladiators? The only good
thing is that there is so many aberrations in Army that there is no place for
all of them. Literally.
Tactical Planning 8/10
It is worse the Imperial card against the Rebel
one that vice versa. The card is not bad, but Rebels will do a bigger
destruction with it than Imperials. It keeps on being good for winning the edge, activating the objective and who
knows, maybe stealing a Gotal one of its blasts.
This set is serious but maybe not so effective
as it seems. It is versatile while attacking and while defending, and has
combo, but I think it will not have that much room into an Imperial Navy lock deck. Pity that the Frigates won't easily B2.
TOTAL: 8/10
MVC: Nebulon-B2 Frigate
SET 245
Hunter in the Night 6/10
A 5/2 in the faction with more 5/2. It has the Night trait, but this is only useful in this set, so you have to play it x2.
Perhaps it will achieve anything some day, but, at this moment…
Djas Puhr 5/10
An old friend from the CCG, this unit is now ...
absolutely nothing. If we look at the present level of Scum this set is a step
back and this main proves it because we are at risk of seeing him doing less
than a weenie, and if he has his abilities activated is also not such a great thing. It’s
better to pay one more resource for Mara Jade and her blast and shield, which
are no dependant of garbage as…
Defel Mercenary 3/10
For 3 he has black pistol and white tactic, and
can easily gain two or three pistols, and he is Night and… And? As a defender he could be good, but there are better
things, and he is affected by the Rebel fate because he is neutral. Come on,
man…
Master of the Night 7/10
Probably the best card in the set (which says no good about the set). It
is very good doing your units immune or giving that immunity to an objective if
your opponent plays Rebel Assault. But that one-shot immunity is not a reason
that justifies the bad level of the set.
Blaster Pistol 1/10
And when we were thinking that the Gotal was
the apex of the laziness in this pack... Bazinga! The worst flashback from the
Core. It has not a 0 because it helps the combo with the fate. This is not the
right way. Very bad.
Well Equipped 9/10
The fate is very good, but the enhancements and
synergies that this set brings are not worth in a highest level Scum deck.
It is for sure the worst of this pack. A set with
unplayable synergy that doesn’t give a great edge. Maybe in the future, when there
are more Night cards, it will be
useful, but I doubt that it will find its place in the present meta beyond
experimental decks. The Blaster Pistol is a shame.
TOTAL: 3/10
MVC: Well Equipped
MVC: Well Equipped
This pack lowers the level of its
predecessors, although at the same time recovers lost dynamics that can make us
happy. Jedi and Scum sets are two great design fails, so I am afraid that they
will only have a place in our holders.
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