We’ve been so focused on getting our patrons ready for regionals we haven’t had a lot of time to delve into the newly spoiled cards. With the last regional until 2018 just 48 hours away, we finally have a moment to stop and smell the Rodians.

This week FFG spoiled some yellow cards from Legacies. Today we are covering the Villains cards and tomorrow we’ll take a look at Hero and Neutral cards.

NJCuenca: First off, everyone knows Han shot first, this card encapsulates that moment right before he dies as he tries to fire a yolo shot. As far as design goes this is really great flavor mixed in with a solid mechanic. On top of that Greedo is also really interesting because he’s squishy and his die has no resource side. Early on those sides are super valuable and are great hits but later on they are less valuable. His indirect damage side is sort of the opposite of that. My hypothesis has been that indirect damage will shine on secondary targets since once the game turns into a one on one game the indirect damage is now direct. Greedo fits the mold of what I think a good indirect damage dealer will be. You’ll probably want to go for Greedo asap because the longer the game goes the better his die gets but at 11 points I’m sure we can find a more threatening partner. His health will more than likely be a liability in a 3 character deck if he’s played at elite but perhaps pairing him with Bala-Tik will draw the fire in that direction. His ability is obviously insane and kind of like a backwards Bala-Tik, the upside of Greedo popping back for 4 damage right before he dies is going end games in a heartbreaking and thematic fashion. Him having two blanks will make resolving both of his dice before they return to him more of an issue which will make it harder to extract all potential value. With all those blanks and possible 5 die pairings cards like Anger become more appealing. I’m excited to get my hands on Greedo and do some Price of Failure nonsense with him. Not sure its the best card but its certainly my favorite card spoiled so far.

HonestlySarcastc: I don’t like him as an elite, but as a single die character, my opinion changes a bit. Elite: When I look at greedo as an elite, I easily want to compare him to Bala-Tik and Ciena and whilst neither of those characters have a third damage side, they still have 1-2 more hp, and more useable die sides and a better ability. Non-elite: Now the only real option is to compare him to FO Storm Trooper or 8 point characters and he is much closer to them in that regard and I could see myself running him over FOST if i wanted yellow or was fine with that 3rd damage side being indirect at the savings of a resource. The disrupt side in comparison to a resource side is distinctive enough to make me stick with FOST, but realistically they both only have 3 useable sides in most normal operating conditions. His ability can be very hit or miss, especially if your dice are currently in the pool showing blanks.

BobbySapphire: I’m sad to see FFG doubling down on the Special Edition version of A New Hope by allowing Greedo to fire first! Since his ability triggers before he has the potential to kill other characters and end the game before he dies, which is a pretty busted ability. It’s strange that his second die costs 4 points, but it certainly isn’t bad for a die with Double Blanks, and being able to roll both in upon his death is a gamble I think a lot of decks will take. At 7 health he’s very flimsy, so rolling him out and resolving his dice as quickly as possible will be paramount since he doesn’t get to roll out any dice that are still in the pool when he dies. His cheap cost will make him very playable as he fits into a bunch of combinations, and his cool ability and potential for extra damage will make games fun and exciting.

NJCuenca: If you play Bib you’re going to make it harder on yourself to win the roll which is something I dislike from the word go. Ideally we want to pair an elite Bib with a character with awesome dice- Anakin Vader, General Grievous and Aurra Sing all come to mind. The issue with all of those is they are all rather squishy and once they you’re more than likely screwed. A single die Bib with Vader Sith Lord is probably a slight upgrade to Tuskan Raider. Two sides give you a possible 3 and one can focus to a 3. That seems ok but I’m not terribly excited by it. Perhaps there is a mill deck out there with Jabba and Bib but the points hurt my head and my heart.

HonestlySarcastc: This one is very hard to gauge. There is a major weakness in relying on your other characters for him to be useful. Rolling out more Grievous dice seems great, as well as another Vader2, but as soon as that character goes down, you may be dead in the water. I think there will be a niche deck at some point for Bib, but will end up being trash more often than not since you need explosive character dice to really get the benefit.

BobbySapphire: I love the theme of Bib’s special, he just helps other people be great at what they do. He’s an expensive training, but that comes with +9 HP. My only major concern is that once whoever he’s helping is dead, he’s going to truly struggle to close the game out. At 9 points he can fit into a lot of three character lists that would otherwise love to be 4 dice but can’t be. He’ll stand best with a character who can do a lot on their own so that you can load up as many upgrades as you can on Bib in an attempt to make him a target.

Personally I’m very excited about Bib because I’ve longed for a 12 point yellow villain character to pair with Aurra Sing. Bala-Tik is great, and I love my Aurra/Bala deck, but it could use more HP. One extra HP isn’t what I was hoping for, but if that lets me roll Aurra dice three or four times a turn it could make up for it. It’s a lot of cards I need to discard from my hand to take advantage of her ability, but I could see some very explosive turns in my future.

NJCuenca: I’m not crazy about this card but perhaps there is something in the set that will make this better. My big beef is that it only has one ranged side and the splash damage takes a while to get really devastating and the rest of the die is mopey. It is only two resources but I think I can find a better way to spend my resources. Still, the action cheating might make it possible for you to claim more and make use of the battlefield Weapons Factory Alpha more than just on your first turn.

HonestlySarcastc: I’m not a huge fan of the card, but if we compare it to things like holdout blaster or LL-30 it isn’t far off and there are very few things used to destroy supports. The fact that it is a vehicle may come into play since we now have a solid supporting cast of options to use with Weapons Factory Alpha. Seems like a pretty run of the mill attrition card, but you can’t complain at all base sides even when one of them has a resource cost.

BobbySapphire: The Ark angel is a decent include in a vehicle deck as its cheap cost works really well with Weapons Factory Alpha. Its ability being built in and automatic is nice since usually it costs us a card to activate multiple things at once. Its die is fine, certainly nothing to write home about, but having a resource and a two shield side in addition to two base damage sides doesn’t hurt. This card will thrive if there’s a deck that can take advantage of flooding the pool with dice all at once. Combined with something like Partnership and a few other supports we could be rolling a disgusting amount of dice in the pool, and with that extra partnership action the Ark Angel could help merc someone off the board pretty aggressively.

NJCuenca: I was never a fan of Squad Tactics and this card is similar although it does let you activate unique characters which is something the other card wouldn’t let you do. I can see a mono yellow 5 die deck using this to great effect in combination with Fight Dirty. The issue is that it is situational and you still might want to play a weapon before you use it, But HEY! most yellow weapons have ambush so you’re good there. Building around an event like Fight Dirty is still an issue because of Friends in Low Places but this certainly helps the speed issue that card has at times. Maybe Greedo and this will finally make Fight Dirty a powerhouse in the format with all of the cards? It at least sounds good enough to try. Oh and don’t sleep on Ambushing in 5+ dice via some other cards, that will be infuriating if they roll well.

HonestlySarcastc: I dislike this card. I’m not a big fan of non-Ambush activate cards and it even has a requirement of your opponent activating last turn as well as it only being for your Yellow characters. Poop TIER!

BobbySapphire: While I strongly disagree with HS thinking this card is poop, I don’t think it’ll go in very many decks because not too many decks are running multiple yellow characters. However, with every new set we get more and more characters so things can always change and between this card and Pilfered Goods the designers certainly want us to be mono-yellow villains. This is really interesting in a Triple Gammorean Guard deck that allows you to split damage among any or all three immediately after an opponent activates. I think this deck can really thrive with Infamous – being able to roll out multiple characters and resolve their dice has big play potential. Imagine rolling in eBala-Tik, Guavian Enforcer, and eGreedo all at once with a few weapons on the table with an ambush action in your pocket and a Bait and Switch in your hand? Sounds pretty good to me.

NJCuenca: This seems useful in a mill deck that wants to use damage as ends to your milling means- think Jabba/Jango. In a deck where you have those damage sides this might be just what the doctor ordered but otherwise I’m not super impressed. When you roll a 2 direct damage side this card turns into a sort of Logistics which seems ok on the first or second turn. Considering we will be living in a world of indirect damage this might let you leverage that spread out damage to a positive effect, heal the character with damage you don’t care about = value. I’m not sure how good that will be but its interesting.

HonestlySarcastc: I really like where they went with this. The new indirect mechanic makes this card a decent resource ramp card. Realistically you should view this similarly as eat one of your dice showing base damage, gain resources equal to the value, max value is 2. I could see myself tinkering with it in indirect damage decks since indirect damage tends to be higher than direct damage which gives you room to play with this.

BobbySapphire: Two resources for free? Sounds pretty amazing. Would you trade some early damage for the chance to play a second weapon out on a character in round one? I would, especially in a deck where we can pick up some free damage like with Kylo2. Hit with Kylo and deal the two damage, remove it for 2 resources to play a second weapon on Kylo’s partner? If your expected damage from that weapon over the course of the game is more than 2 you’re coming out ahead. And that isn’t the only application, you can play out something defensive like a personal shield or have four resources to play a big vehicle. This will thrive in Mill decks as well, a lot of decks like Jabba/Nightsister/Nightsister or Seventh Sister/Dr. Aphra have damage sides to resolve. Normally we’re not too excited to resolve that damage early, but No Good To Me Dead gives us a reason to so that we can cash in for a big buyout later on in the game, or have enough to pay for all of our defensive cards.

NJCuenca: We are assuming this is a villain card because are there any good pirates? Insane amounts of indirect damage gets scary real fast. This cards die is very powerful and heavy…but so is its cost. This could be at the top of the curve for a villain vehicle deck and if this somehow ends up being neutral Hera and Poe will have interest. I doubt that will be the case though. If players can get this out fast enough it’s going to be very scary to play against.

HonestlySarcastc: This thing hits like a tank… Seriously though it has 4 damage sides and the weakest is technically 3 damage because the special nets you 4 health/damage total as well as an additional action. Expensive as all hell, but we have some vehicle support running around so it could be good. We don’t know if it is aligned, but throwing it with Poe or reusing it multiple times in something like Mazherati can be very deadly.

BobbySapphire: My big question is whether or not this card is neutral. I don’t know if it makes the cut in villain decks, but it is certainly very strong. Its high cost makes it a perfect Friends in High Places target and the fact that only one of its sides requires resource payment is great. Five indirect damage for one resource is pretty awesome, and this is a great target for Ciena Ree to ready. Not having a blank would make this card bonkers, especially in a Hero deck that could run reckless reentry, but this support is so powerful you might gamble on it anyway. Villain vehicles has been tried many times, but many of the available vehicle options leave much to be desired, whereas every non-blank die side on Pirate Speeder Tank is a baller. I see it taking the place of Slave I due to its relative strength and non-uniqueness.

Thanks for reading and remember,

-TheHyperloops

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