Monday, March 4, 2013

Analyzing the Core Set - Jedi - A Journey to Dagobah


Objective Set 4 - A Journey to Dagobah

Objective:
So at first blush this is A Hero's Journey Advanced.  Same 4 Damage Capacity, same 2 resources, and an ability! Sorry, not really.  The ability is nice, ensuring that once it dies (and it will) you can replace it with whatever you like.  Unfortunately, this has the 'Jedi Affiliation only' drawback.  This is a major problem because it means that if you are playing it you can't splash Rebels or Smugglers in very well (if at all) because the deck building mechanics making it easier to have your affiliation be your splash as opposed to your main faction. In other words, if you are playing this objective you went straight Jedi, or are splashing this in a Rebel or Smuggler deck, neither of which is currently advisable.  On the plus side, if you are going straight Jedi, this gives you another way to get 5 resources turn 1.

Red 5
To me, this card makes no sense as a Jedi card.  Fluff reasons aside, its a vehicle and cant have the usual Jedi enhancements, and has 3 blast damage.  This is really odd since most Jedi cards suffer from having few blast damage so the only reason I can see why FF put it in Jedi is to somehow offset that fact.  Its pretty cost effective at 3 for 3 blasts and 2 damage capacity, and is a vehicle so not subject to Choke, Stasis and the like.  Elite is kinda meh on it, although it does allow you to commit it to the force or just keep it from being easily tactics'ed out.  Ordinarily, this guy will live for maybe one attack, then be toast.  Its a really obvious 'kill or tactics first' if your opponent wins the edge though, espcially if your opponent has royal guard or heavy stormstroopers (so like every DS deck...).  Pretty meh overall, but can be annoying to deal with..

R2-D2
I was really disappointed when I saw this card because I expected more from the droid that basically saves Luke/Han/Leia from certain doom at least 4-5 times in the movies.  Hes an always free unit that generates 1 neutral resource.  Pretty meh.  He is a non-limited resource and always free regardless of whether you have In You Must Go or not, meaning he also helps with the 5 on turn one deal, so thats something.  No force icons also sucks, since would have been trolly to drop him and commit for 1 like you can with his partner.  Just not overly impressed with him. Sadface for one of the most dynamic characters from the movies =(.

Twi-lek Loyalist
Same as the one from Hero's Journey.  Good for a 1 drop.

Double Strike
Another card that looks really good on paper but is not all that its cracked up to be.  Obviously, this card is supposed to let you strike twice with your powerhouses (Luke being the best) in 1 battle.  Realistically, you are constantly faced with 'should I throw this in the edge battle?' and have to because the card is pretty pointless if you lose edge (hi, I kill the guy you wanna double strike as my first strike).  Another issue is that if you already had to commit the guy you are striking with to the force, it only gets rid of one token so no double-strikey. Oh, and you have to play it on characters so Red 5 need not apply.  Kinda feels like this one wasn't playtested enough, since it also requires a resource and has only 1 force icon, totally killing any hope it had of being a really strong card right now.  Maybe in the future we will see cards that combo well with it, but right now theres just way too much your opponent can do to mess it up.  Every once in a while you'll see someone drop Luke turn 1, win the subsequent edge and drop this on the DS, but thats about as likely as being struck by lightning.

Target of Opportunity
Another fate card, this one focused on poking the objective.  This does nothing on the defense, which makes it a little less awesome as a card.  It is nice to jack up your math to kill an objective and/or maybe win you an edge battle (as it is a 2), but not a total rockstar for Jedi.  Nice, but not great.  Pound for pound, Heat of Battle is much better.

As a Whole:
The objective set is pretty lackluster as a whole.  I personally feel like it doesnt boost Jedi in any of the ways it really needs it and doesnt synergize very well with the rest of the cards available to Jedi.  This set actually synergizes better with several of the Rebel sets, which makes it a nice splash for them (especially since you will want to start Jedi affiliation anyway in that case).  Aside from the resources and a semi-scary objective beater, you dont get much here, so I usually don't include it in my Jedi decks.

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