I continue with some of the more interesting commons in Across the Galaxy. He is the link for Part 1: https://www.thehyperloops.com/atg-commons-1/

Karabast

Whilst not amazing due to the timing that it needs in order to cast it, it’s an upgrade in available damage to move as opposed to Dangerous Maneuver. After thinking about it, Dangerous Maneuver being able to just ram into shields and not having a timing seems much better, but this can take it’s spot when running Big + Small cahracter lineups because you really might not care about your Small and usually lose once your Big dies. Not as strong as the other cards I’ve been mentioning, but it has a very niche role.

Laser Cannon

1 Indirect isn’t often so appealing but when you combine it with some other things that want a Mod in play *cough* AERIAL ADVANTAGE *cough*, then we’re at least looking at something that can pay for itself after the 3rd activation and won’t require that whole pesky rolling and resolving thing. Definitely not a world beater, but there are some potential uses for it.

On the Mark

I’m not a huge fan of most of the other cards like this because they are very niche and usually are there to stop the opponent. We have a card like this already but it was a one shot deal on a single die. This could very well breathe some life into those mid to late game situations where indirect decks just REALLY want to focus fire on a character to deal the last few points and take them off of the table. I always like to take a look at all the 0 cost cards and see if they help any decent decks out that were missing a little and this could potentially do wonders for the decks with far too many indirect sides.

R2 Astromech

I’m not overly enthused by a card trying to do the Ciena ability, especially when Strategic Planning really never saw good play, but with the introduction of Mod’s to vehicles, I’d like to think that there might be a Vehicle variation of the 7th Sister Reset (brOTK) deck.

Safeguard

So I don’t think I saw this card originally when I was making the rounds. This is TERRIBLE early game, but if you are playing a deck where you build a Super Suit on a character, then it changes things immensely. 3 shields for 1 resource is above the curve, but defensive stance was reprinted, so I think i’d only consider this if i needed more than that.

Shakedown

This is one of those niche cards that makes people weep when played. I’ve played many a 4-5 die deck that was loaded with disrupts on my character dice. If single die sides on an elite character then you are 30% to roll into a disrupt, but if all 4 of your starting character dice have them, then you are at 51%. Still not superb, but 0 cost removal is hard to come by so we can’t complain much.

You Were My Friend

I misread this the first time I saw it and thought it was crazy good. After a second reading I realized that it is a really odd type of Isolation, that can also double as a pseudo concentrate if you just want to change your own character die. Not super amazing, but come rotation and for Trilogy, then it should have consideration.

Overall

The commons overall seem pretty interesting and have lots of nice situations where they can pack a punch. Aerial advantage is going to be the craziest one of them all provided you can actually hold control of the battle field. It’s time to crack packs and jam games and see what crazy shenanigans that we can come up with.

~HonestlySarcastc