Wednesday, March 6, 2013
Analyzing the Core Set - Jedi - Jedi Training
Objective Set 7 - Jedi Training
Objective:
This objective is pretty nice, basic stats with a really nice passive ability. Getting +1 to force struggle all the time can be really good and very frustrating to the DS, because it means they cant out math you by commiting their weenies. Helps you keep the dial down and potentially throw out some random objective damage since its harder for them to take the struggle back. Silly good when you get 2 (if you are playing it), because the DS will likely have to commit his whole team to take it turn 1/2. I won't go so far to say its a game changer, but it is really annoying and can force the DS into some tough decisions, which always helps.
Jedi in Hiding.
Same as from Forgotten Heroes. Force User that really needed another damage capacity.
Believer in the Old Ways
Same as from In You Must Go. Generic 2 for 2. Nice, but boring.
Ancient Monument
This card is really good. 1 cost enhancement (meaning potentially free if you have nothing else to play with In You Must Go) that compounds the objective bonus. However, this card really shines for having 3 force icons, making it extremely flexible. If you need it to control the struggle, then you play it for 0-1 cost. Otherwise, you hold it and throw it to win you an edge. Very few situations where this is not useful in some way.
Jedi Mind Trick
Just like in Forgotten Heroes (see review there). Very, very good card and being able to have 4 in a deck is really frustrating. A bit better in this set because of the built-in force struggle theme here.
It Binds All Things
Yowza, a potential infinite combo card. This card is really flexible. Can get you back dead characters or return some nice events/fate cards to re-use again. Can be 'infinite' (up to your resources) if you get both of them and have control of the force. Have seen someone play Jedi Mind Trick 4 times without the combo in one turn using this card, which was crippling for the DS. Being able to get back Jedi peeps, Mind Trick, Counter-Stroke/3PO, etc is all very strong and make you very difficult to handle. A very nice card, especially since it doesnt require Jedi resources to play. Up there with Mind Trick and Counter-Stroke for best events.
As a Whole:
This set is really nice for all the cool support cards it adds. Drawback is you dont get really any characters that are very helpful. If you are already playing a lot of the fatties and dont need the slots this set is a huge boon, making your deck even more difficult to handle. My problem is that I never feel like I have room for more than 1 copy, which always begs the question of 'why bother'. I really like this set and feel it brings a great deal to the table, just wish it had one strong character instead of the same chaff people. If it did have a standout, would be much more desirable. As-is, you can try to fit it in, but is hard to keep over other stuff. I really hope the 'force control' theme could be expanded to allow Jedi to further damage objectives or keep the dial down more so that they wouldnt necessarily need to attack. Would be nice if this was a theme that kept the 'sit back and defend' DS decks in check a bit buy reversing the clock on them.
Labels:
Jedi,
Reviews,
Star Wars LCG
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