INTRODUCTION:

1. SNOKE(D), BUT STILL FISTING:

2. OTK/OTM IS DEAD:

3. LUKE SKYWALKER AND ATARU STRIKE

4. THE QUEUE

5. ILLEGAL ACTIONS

6. STIFLE

7. VAL AND BECKETT

8. MISSED OPPORTUNITIES

9. WHERE NOW ...

In the following, I'll be going through most of the changes, although not ALL of them as some were mostly cosmetic, and I'll be discussing what effect it might have.You can find the newhere!You can find the newhere!You can find the new Trilogy Holocron here!The documents are all "" as of. Which is ... well ... some time ago.The most widely anticipated nerf of them all was the change to! Everybody knew that it was coming, question was how hard thewould get hit! Generally I think it was too lenient. Capping him atstill allows forto run wild albeit fighting with a handicap. I agree that addinginto the mix is a serious handicap, but not one that cannot be overcome by what is thewe've seen insince the broken age of, and I honestly don't even think that character pairing was as good asdespite abusing the shit out of a glitch in the intended card.At the end of the day, players generally can rejoice thatwas nerfed and several extremely good character teams gravitating around hisandsides have been limited for now, but might still be left with doubts as to whether it will be enough to shackle the best of the best. I'd still includey in a- and might in fact rate them at the top still ... if that's any clue.To this it probably should also be added that I'm very curious as to whywas left to its own destructive devices?! Thatis not just the symptoms of the problem of, but indeed one of the wheels that makes the dynamic duo run wild. Being able to consistently get ain playand end games byis not really going to suffer too much of a blow by losingThey also clarified what we already knew, but now it's in the, which means that everybody should be aware of it, namely that if usingwould defeat a character thedoesn't fully resolve! Move along nothing to see here!It looks like the design team managed to curb the power of the) andby hitting some of the cards that were essential to the execution of their game plan.Halving the effectiveness ofAND requiring an equal number ofas drawn makes it a dead card, while reducing the resource gain fromto just 1 resource (2 resources for theif you play Double Down), means that it can no longer be used to feedor theThefix probably also simultaneously took care of the most degenerate versions of the, and adding to that also a nerf onmeaning that only awithcan be readied. Let still be on the lookout fordecks though as theis still available, and while you might not be able to find resources and cards to ready your, getting hit twice is still going to sting!Fixingalso meant taking care of. Her ability was "somehow" always meant to be a. That action just didn't exist when they made the card. It does now! It's sensible and she's still! I could honestly seebecome very strong going forward.There was a player from thewhoand sold all her cards because it was rumoured thatcould be used in conjunction withdice showingsides. Due to the wording onhis dice are also considered showingdamage when resolving as such (because it's an ongoing ability). "" was the famous last words before slamming the door in our faces (other things were said as well) ... and ... the madness continues. The ruling has now been made canon byand applies also toWe already had been advised of this ruling, but the important thing is the precedent it sets withand! I wouldn't exactly quit the game over the issue, but now it's settled!So, while the above have been in thefor quite some time, they also clarified when cards leave the queue andeither the "" or are "". That's relevant for cards likeplayed usingWith the newa card has not left the queue until it has resolved, which means thatwould heal 2 damage (provided that no OTHER card is in the discard pile).does not go to the discard pile until it has fully resolved, which includes playing and resolvingThis addition is an important change for, while it might not impact at all how normal casual play has been done.If a player performs and illegal action at any point during the "", the following then applies:Previously a player was not allowed to reverse an action and would not beeither., which would be without effect, would be considered his action (and would fizzle), whereas now there are "take backsies" ... like it or not, but it protects inexperienced players from being punished too severely by their sequencing mistakes inThe notable exception to this is "", since it is not a, but merely to see if the card has any effect, and therefore not "":is NOT an optional, or a may, ability. So if affects the next event played by your opponent. Remains in play until after cancelling the next event and is then discarded. This was previously clarified in thein theBothandfollows the same outline. Their abilities separated by the full stop are not THEN abilities and one does not necessarily preceed the other. You doto (a)with, (b)withIt also follows that since one is independent of the other, you canand still resolve the second paragraph, which would be (a)with, (b)withIf nothing else it makes them actually playable - probably not as a monoyellow team, but maybewithorGenerally there are some good changes, that were needed, and while not all of them address the problems, but rather the symptoms, it looks as if it is to the general satisfaction of (most) players.I'm concerned that FFG did not take the opportunity to rectify some more serious structural problems such as the "abusive draw cards" alongside, i.e., etc. But I assume they are confident that rotation will take care of that and won't print cards similar to that in the future?!Also, although I'm not completely certain about this, I'm a bit surprised to see them not proactively balance out. He has felt too cheap since his release, and the only reason we forgot about him is because he's beenbyis still good - and I believeI'm still confident thatis going to be relevant, and stillNow, the problem of powerful characters, like, or powerful cards, like, is NOT that they are inherently powerful, but rather that they are limiting (at least in competitive play). Why would you NOT find a way to use the most powerful cards if they will - most likely - eventually win you the game, the tournament, the trophy, the ... I'm certain that we will see players going to find ways, and decks - or at least attempt to - that will consistently bring out aor similar backbreaking thing in round 1.I'm still convinced thatwill see play, and I'm also certain they will come to dominate, at least for some time, while I think good players will still be pushing the limits for what can be achieved withuntil. Maybe the slight chip in the armor ofand/or, or whoever he is going to be paired up with, is going to give fastpaced aggro teams, i.e.anda fighting chance against that particular character shell, but the domination ofwill continue, and decked outandare going to run wild untilis upon us!Oh ... wait did I remember to mention... that one is still pretty good.