Tuesday, March 5, 2013

Analyzing the Core Set - Jedi - Last Minute Rescue


Objective Set 6 - Last Minute Rescue

Objective:
Standard 5/1 stats, and an ability that is pretty meh.  Kinda nice if shields prevented damage but your beater still took some damage.  A lot of times though, people will kill your guys in one turn, meaning the ability will not frequently be used.  More useful for taking damage off Guardians, but you really give up a lot of offense for it.  Not bad, just not great.

Redemption
I have mixed feelings about this vehicle.  5 for 4 capacity, 2 combat icons and 2 edge blasts is pretty decent especially given that it is a vehicle and not subject to the usual stuff that kills units.  Also has the reaction to "bounce" your guys when they die.  This can be really good if you get it out and then play Han or Luke repeatedly since your opponent cant really ever kill them and they are really troubling as it is.  Also pretty threatening on the attack itself and a good target for its own objective, since it has 4 capacity, which is hard to kill in one go.  I like the idea, but the cost can be prohibitive.  3 force icons is nice too, since in the event you dont want to or cant play it you can throw it as a solid edge card.

Corellian Engineer.
This guy is basically a downgraded Guardian.  2 cost, 2 capacity, no icons and shielding is a pretty big downgrade.  But I suppose really the only thing you miss out on is the protect, since frequently the guardian wont have her combat icon.  Is a neutral which is nice, but I think this card is pretty bad by comparison.

Return of the Jedi
Pretty nice card.  A little pricey at 3, but thats still cheaper than most of the best targets for it.  Keeping Luke in the game can be huge.  Another trick with this is to throw Obi or Yoda to an edge for their big value, then using this to get them into play.  If thats not an option, you can always thow this since it has a nice 3 force icons.  Really cool card and can save you games both due to its saving your characters and its edge value.  Wish it didnt have to be force users only, since there are only really a few good targets at the moment, but the drawback isnt horrible given what else you will likely be playing.

Emergency Repairs
This card is really just trolly.  Heals a damaged objective, but only on your turn. In most cases this will really just annoy the DS by healing 2-4 damage off an objective.  Can be kinda nice, but the cost and being only playable on your turn is pretty prohibitive, since this can often be too late.  Not really a game changer and with only 1 force icon is a dead card a lot. Not my cup of tea.

Force Rejuvenation
This card is pretty decent.  Lets your remove any negative effects from a character.  All damage tokens, focus tokens, and negative enhancements disappear in one go.  Can also let you "Double strike" or double attack since you can play it between strikes and battles and actually doesnt care if you are committed to the force since it gets rid of ALL the tokens, not just one.  This is really what Double-Strike should have been in a lot of ways.  A little more expensive at 2 cost, but the effect and its 2 force icons are well worth it.  Nice to have.

As a Whole:
This set is an alternative to Secrets in my opinion.  The difference is you get something that can actually beat down objectives and gives you several actions that are much more tricky/subtle (in a good way) than the Secrets ones.  I am currently in the process of trying this out over Secrets.  Only really kinda bad cards are the Engineer (which isnt much worse than the Guardian) and the Repairs.  Also has much better force icons than Secrets, which helps a lot in the early Edge battles.  I think this has a place and will obviously get better as more cards are realeased that are force users and the DS gets more debuff enhancements.

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