Today we spoil and review 14 Yellow cards from Convergence. Check out our other reviews if you haven’t seen them. Spoiler Reviews: Team Covenant, I Rebel, Sons of Mandalore, Obi Starter, Grievous Starter, 14 Blue from Convergence, Allies of Necessit,. Red and Grey convergence.

NJCuenca: A solid 3 damage from an 8 cost character is some serious business but the damning thing die is the die is awful aside from that. On top of that you will be forced into playing Bounties which don’t seem to be the greatest.

Lets just say you play two of these and the new Jabba, with that line up you can use his 2 focus to get to the specials but at that point you are spending 3 dice for 6 damage. Not awful but its pretty fair and you are locked into mono yellow. I don’t think this car will be playable.

HonestlySarcastc: Man does this guy look super underwhelming when you look at him. There is a hidden trick here that we do have to consider, which is that he is actually a 1Dam/2Dam/Resource w/8 health for 8 points which isn’t god awful. I’m essentially treating him as blank text, but there is the bonus damage on the special for a bounty if you have those. He has 2 control sides which aren’t amazing by themselves, but still useful. I don’t really see myself running him, but he is an option for those 3 wide decks, even though it isn’t a very good option.

NJCuenca: First off the die for this card at its cost isn’t awful. I could certainly see her getting play because of that alone but when you compete with Yoda and Aayla at 13 you have to be sure the payoff of a different color is worth the loss of a better die. I know it’s a different color and she lends herself to an aggressive strategy but its still good to keep that in the back of your mind. At a single die she is interesting since her ability gives you a lot of utility and at 10 points you can probably present a 3 wide team which would minimize the effect of the indirect damage option.

Now, the thing that is truly unique about her is the Power Action, here is where she will be elevated a notch or remain in mediocrity. This card does a lot and I could probably write a whole article on it but I’ll try to be brief.

The one indirect is a generic choice when none of the options seems good which is why I like to think of it as the baseline for the cost. We need to make sure we are at least getting an indirect damage worth from our ability and if used correctly I think we will. The turn an opponents die option is actually quite nice for you since your opponent can choose to use that but since you can then choose to reroll any number of your dice its like they chose to reroll one of your dice and you still have another option. If your opponent chooses to deal indirect you will usually be turning a die to a blank if its value is 2 or higher. Here you are ahead on the exchange but with a reroll your opponent can make your turn look foolish. The rerolling dice option is actually quite scary when your opponent has a bunch of dice out but if they choose to do that you can then turn the best one to a blank. Draw a card is another good generic option when nothing seems good, it refills your hand to make your dice and draw more consistent.

This ability is very contextual and you could actually choose to not use it if you think its not worth it. I feel like you need to use it at least twice in a positive way for the card to be worth it. Its the sort of ability that gets better the longer the round goes but its also scarier since your opponent can just nut roll you with the reroll option if they have a bunch of dice out (don’t put yourself in that spot btw).

Overall the card is pretty interesting and good players will get a lot of mileage from her. The big question is where she fits since I don’t think shes good enough to carry anything by herself but will be good in the right aggressive set up. 10/13 is an awkward cost and no pairings really jumps out at me as a windmill slam. As a 3 wide single die option Anakin gets you yellow and costs 7 while at her cost you have to compete with Cassian who is way better for mill decks and Satine which will be a better fixer and she still has that two indirect side which helps your aggro plan but less disruptive to opponents. For 1 more deck point you are competing with Cassian at elite and here I think Maz wins for the aggro decks since you might be able to fit some nice plot with her. Right away the options for Han/Maz with Double down doesn’t seem awful and something like Maz/Rex Armored Reinforcement is somewhat intriguing (any 4 die AR deck is really worth looking into). I think the big issue is that she is competing with Satine and overall I think Satine will be better because of the huge cost disparity. She makes more money, fixes dice and still has damage capability.

HonestlySarcastc: I’m not super ecstatic about Maz Kanata, but maybe I’ve become too enamored with busted 13 point characters. A close comparison would probably be Kanan Jarrus for die sides which isn’t anything to write home about. Her ability seems like it’s the main thing that would make you want to run her and the ability really counteracts itself frequently which is both nice and bad at the same time. If an opponent turns your die, you can opt to reroll and either draw or deal 1 indirect. If they deal you the indirect, then you can turn their die and essentially have soft mitigation / force them to reroll. If they reroll multiple of their dice, you can turn their best one back to poop. Draw a card is very close to rerolling any number of my dice so you could be getting some “profit” here, but i’m quite skeptical and think she’s not very good. Obviously she requires testing to determine that but I can’t think of any aggressive decks that benefit from her lack of multiple direct damage sides and she doesn’t do enough for her cost in Ramp based decks. We’ll find out soon enough, but who knows, maybe that ability is the bees knees or maybe we have to wait for new trilogy to use her.

NJCuenca: I think this card will find home right away. Its similar to Cunning but it has two specials and you can put it on a non-yellow character. A really nice card. Yoda/Boush with this card won’t be missing Cunning at all.

HonestlySarcastc: This seems like a pretty awful Cunning, but 2 specials is really nice at least. It’ll definitely be useful in certain decks, but you would need a pretty busted special or power action for this to be relevant and there is an issue with putting upgrades on a character that the opponent will often try to focus down. Super niche, but will seem absolutely ridiculous in those specific decks if the character doesn’t get taken down ASAP.

NJCuenca: I love Crime Lord. Its slightly tilting that its a legendary and I’ll be opening it when I already own a couple but with Vader still in the Meta and potentially new Palp entering it I like that its something we’ll have access to.

HonestlySarcastc: Go home FFG, you’re drunk! I’m not a fan of “junk legend” reprints in their same rarity. Opening this will be sad times for many veterans. I like that they cleaned up the timing of the defeat at the very least.

NJCuenca: Not a bad card but doesn’t work vs mill and generally won’t hit against vehicle decks. Probably won’t see much play because of that unless the meta is heavy two wide aggro upgrade decks.

HonestlySarcastc: This thing is pretty AWFUL. Did you realize that you can be forced to trigger this on your own character activation??? Seems terrible, is terrible!

NJCuenca: In a Two wide tribal deck ( say you’re playing two scoundrels) I could see this getting play but if there is a lot of that going around it will do nothing. It won’t remove the best die out since you opponent will just choose that subtype but if they roll in all of their characters before resolving it could be a nice one of to get two dice from time to time or perhaps if you can afford it you can play two since it is really powerful. Its really bad late though so it probably won’t see too much play and its easy to play around if your opponent knows you are playing it. If claiming becomes very important and the meta is two wide different types it could be nice to make sure your opponent plays slow. Probably unplayable but it does have upside.

HonestlySarcastc: Another card that will usually be pretty awful. It only hits character dice and it won’t hit the ones from your opponent’s character that they want to protect, but every other one IF they don’t share the subtype that you call. This will be filthy in Infinite against old character decks which are lacking subtypes, but terrible in new standard and trilogy.

NJCuenca: I like this card quite a bit. its virtual resources and a nice tempo swing. Its generic and free so I foresee this being played heavily.

HonestlySarcastc: Pretty niche, but it can be useful enough with Hired Muscle in combination with other Yellow dice that have pay sides. Pseudo one sided truce in the right decks whilst also being a tempo play. I think it’ll see TOO much play at the beginning as people have to learn to temper expectations but in the right decks it will be beyond scary to have to play around. Just think of the Truce decks where you always had to wonder if that pay side die was going to get you when the coast looked clear.

NJCuenca: This card will actually see play in decks with characters that net two resources. Its slow but since its free the opportunity cost is relatively low and the payoff is quite high.

HonestlySarcastc: This thing looks terrible until you realize that it is a 0 cost focus for Vader3 to swap to the 4r1 or to have Enfys swap to her 3r1 damage or 2r1 resource side and now it’s quite amazing! 0 cost focus to the sides you want seem GREAT! It can work defensively against some opponent’s with no resources also. Hey Lando, show me the money!!!

NJCuenca: Its hit and run but you have to pay a resource and you can use it on any color character. It will definitely see play since those kind of effect are better later when resources are less of an issue.

HonestlySarcastc: Support wise, this loses out to Attack Run, but there is some nice flexibility from Instigate, especially if you want to run some Han Biggs AR and it lets you decide how you want to activate. It’ll also be used in Hero based aggressive decks that want an action cheat similar to where Hit and Run or Drop In were used. It costs a resource, but it’s consistent and flexible. Welcome to an actually good but limited Hero version of Tactical Mastery!

NJCuenca: Scoundrels and potentially leaders are going to love having access to this. Blowing up an Anakin Podracer for one could be very important. We might be able to get to 3 costs but really the costs that matter the most are 4 and 5 which you will never see… unless you play Gungans…yeah…

HonestlySarcastc: Convergence sounds like a potentially scary card until you realize that you likely won’t have a 3-4 wide all same subtype deck and that vandalize will often just play out better even if its slow. I don’t see this being run when the scariest things tend to cost 4 and are out of range, or when 2 resources is too expensive.

Njcuenca: Playable for a fast range deck but still might not make the cut because those decks want to resolve modifiers a lot of the time.

HonestlySarcastc: It seems like a better version of Shoot First, because you can hit any character or upgrade die.

NJCuenca: Here is a sweet one for bounty/downgrade deck. Not really a card that screams high payoff but definitely starts to add to the list. Enough solid role players like these and we start getting somewhere. It is specific to that character which will be a character you will likely want to target but still will be playable since those decks will likely have enough downgrades to go around. How good those decks are remain to be seen.

HonestlySarcastc: I really do like me some 1 cost events that eat 1 die, but this seems rough. If there ends up being a heavily focused deck on Downgrades then sure, but you can’t run this and splash them. Being limited to that specific character’s character or upgrade dice also stinks.

Njcuenca: This card will be great for a fast deck. It will be a bit of a nightmare card for support decks to play around. Not for every deck but great for the right deck. Your opponent will be able to take two actions and pass to end the round which might prove to be too much of a downside but if its your last action and you already have that battlefield and you are playing on Theed I could see this doing work.

HonestlySarcastc: This seems absolutely bonkers until you realize that an opponent gets to take an action, then claim the battlefield to end the round or do 2 actions unimpeded, then pass to end the round. It’ll likely be absolutely bonkers against the slow ramp decks, but they’ll just have to learn to resolve 1 die at a time or try to operate a bit faster with their important dice so that they can let the round end. You already should be trying to play around Easy Pickings from yellow hero, so we’ll see how this ends up working out. Super interesting card and will likely see a bunch of play. It is most beneficial to fast decks and decks that can action cheat. How much does Han Biggs care about you ending the round when they pushed all their dice in the pool off of an Instigate and resolved a big chunk of ranged damage already before they ‘fled the scene’?!?!

Njcuenca: This card could be the final blow for a character that is bountied up but thats so specific and the rate is only impressive when they have 3 bounties on them. Bounties are already pretty questionable and this isn’t a high enough payoff to make me want to play them.

HonestlySarcastc: Another downgrade based card, but it is even worse and requires them to specifically be Bounties. It would require 2 bounties to be at the level of lightsaber throw which didn’t see a ton of play at the end and you somehow expect this to work? Absolute trash! Don’t forget that you max out at 3 downgrades on a character. Poop bin unless you need the extra damage reach in those Bounty decks!

Thanks for reading, please let us know what you think of these spoilers in the comments or on social media.

-The Hyperloops

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