We haven’t gotten spoilers yet but we are certainly excited that our fellow content creators have received them so we can give our smoldering en fuego takes!

Team Covenant Spoilers

BobbySapphire: This is tough. I’m really hyped for a new Chewbacca (he’s a character who is hard not to love), and while 13 health at 15 points is super sweet, blue and resource-cost damage sides are the pits. Those really drag him down because otherwise he’s incredible: Guardian, a sick Chewie, Enraged ability, and 50% damage sides for a cheap cost. There are gonna have to be some really solid guns with lots of black, ranged damage sides for me to want to consider Chewie, I’m afraid. As we saw on the Covenant Cast that spoiled this card, there are plenty of decks in the upcoming meta that won’t even feature damage sides for guardian. I guess we have to wait for another strong Chewbacca.

NJCuenca: I think the rate we are getting for Chewy is much better than the old one although I don’t think he’s great. He stinks vs non-damage decks or decks that deal a ton of special damage. His die is bad until it he takes 6 damage and at that point its only slightly above curve. He specifically will only be good with another scoundral that does range damage since you’ll want to play to roll the plus 2 that will become a plus 3 – that’s super specific.

How many times do you have to resolve his die with the bonus for him to be worth it? I’d say at least three times. I can’t imagine you’ll turn him on in round 1. Lets assume you can by round 2. By round 3 he might be in the danger zone of dying before resolving effects but if he gets to resolve three 3 damage dice then you are getting a good rate.

This card is certainly not for Infinate but I could see him being playable in Standard/Trilogy if mill isn’t viable – his high health will make him a nightmare to play against if your opponent is playing with fair damage. If mill is a thing in standard you should leave Chewy home.

BobbySapphire: This is one of those cards that’s really tough to evaluate. Outside of T-7 Ion Disruptor Rifle (RIP) have we even seen a die side higher than 4 on an upgrade or character? I don’t recall any others, and those 4’s are pretty rare. This would have to be in a Darksaber deck to really make itself work, and even then it’s a wombo-combo with very little upside given how many easy ways there are to make resources in this game. This is a coaster.

NJCuenca: Eww, this card is a real headscratcher to the point where I have re-read it like 10 times to make sure its not this bad but it is. You have to resolve something that has a value of 4 or more to get 2 resources plus from it. There are plenty of cards that add 1 resource for a card and because of its situational nature this card will only be playable if you can add 2 more or reliably. To get an upgrade that has a side with 4 or more you have to spend a bunch of resources which keeps this from being in that generating resources to pump out big upgrades roll. On the character side you have Lando’s 4 resource side. The problem with doing that is you’ll need 4 resources to pull that off which is obviously not the hardest thing in the world. If you do get that wombo combo off you will have 8 resources which is an insane amount but if you didnt have this card you would have 6 resources anyway. If you are playing Lando you should try this out but otherwise leave this at home.

BobbySapphire: This card is pretty misleading; it makes us want to play scoundrels, but those aren’t a requirement for the readying of our vehicle, all we need is a resource die in the pool. Who goes good with vehicles and has three resource sides? This Guy. While readying Anakin’s Podracer in a mill deck could be quite good it loses some luster when we need to roll out Anakin before it. Anakin can fit well in a number of vehicle decks because of his cost and his resource generation, so we could see this card catch a lot of play that Strategic Planning would otherwise get if red becomes an expendable color in hero vehicles.

NJCuenca: This card will be pretty good in a deck that wants to load up a vehicle with mods and has resource sides to spare. Its hyper specific but its powerful enough to make you think about your character pairings in order to make it work.

BobbySapphire: I love the idea of these and what they do for the game in terms of design space – Forms seem great, training being able to play a form for free (from discard!) is awesome. Three-cost upgrades with no blank sides are also really, really good. For the investment it can be hard to quantify something that is solely defensive if we’re trying to win through damage, but those shields and that special ability on Soreso Mastery could keep a character like Palpatine 3 on the table way longer than anticipated. I think Mastery is really strong even if Training isn’t involved in the equation, and I’m skeptical it will be included in decks.

NJCuenca: This could be good in a deck that weaponizes shields, as anti aggressive meta cards or in a mill deck that wants to tank up although cards like that haven’t been great in mill decks before. I love the design here and the rates and abilities we are getting are pretty good but cards like these haven’t been good before. I am intrigued to see how new standard/trilogy will shape up with this in the mix since a 3 cost card with no real bad side and a great come into play ability seems like it should be good. You are going to be putting 4 cards in your deck for this package although I could see people playing just Soresu Mastery because its that solid of a die.

BobbySapphire: This is a fun one, but falls into the category of “trying to do cool things” for me. If we can get tempo, and we can roll the special (this is probably best on Yoda), then sure we can much up our opponent’s life by making them activate and stealing one of their dice. But, once this hits the table it will make opponents play around it and minimize its effect. If you take away those specials the die has three blanks and three sides with low impact. This will be fun in draft where there are tons of 3 and 4 wide decks, but outside of maybe cracking the upgrade list in a Palp3 list I can’t see this being highly competitive, but I cannot doubt its coolness.

NJCuenca: This is a really powerful card and its power will be determined by the speed of the format and decks. This card on Yoda will be a nightmare because he will make sure that you can hit the special reliably and if you are playing a special chaining strategy your deck should be pretty fast. I have high hopes for infinite although I’m not as sure about Standard/Trilogy. Only two of the sides are truly powerful although the rest of the die is serviceable. Not sure you can ask for more from a 2 cost card.

This card is going to change the way the people play their rounds because of fear. That might create enough value that it makes it a must play for blue decks because of the upside. If they roll out before you hit you can always reroll to hit the other serviceable sides but then you are slowing down and are less likely to get in the pool first. The card gets worse the longer the game goes but if you get the special off at least once its paying for itself and everything else is gravy. At that point you can overwrite into something else.

BobbySapphire: This is my new favorite card in the set (sorry Mace!). I love breaking deckbuilding restrictions, and running a 32 card deck is cool and all but having a 7-ish card hand throughout the game is potentially broken. It obviously depends on what “move” events we see and how many there are, but even just looking at the two that have been spoiled (below) I’m already happy to run Mace/Clawdite/Clawdite/Mastery!

NJCuenca: If your deck can take advantage of all the potential value this can generate for 2 deck building points its going to be well worth it. I’ll talk about the move cards that have been spoiled so far below. I eagerly await the other color move cards since that will open up more possibilities.

BobbySapphire: Taking a look at the aforementioned “move” events, these are solid includes in plenty of blue hero decks, and I would say that Deflecting Slash will become a staple in blue decks of all kinds. Being able to play a third Deflecting Slash as well as a Circle of Shelter (which is fine, but busted in Luke3 decks) or any other moves they might print (I’m guessing 2-3 more, because of how potentially broken this is, they need to gauge it carefully), will be a sick addition to any deck. I love this card. Here’s official FFG rules and templating consultant Nick Nelson explaining the Luke3/Circle interaction:

NJCuenca: With the plot the amount of value you are going to get is crazy for just two deck building points. Sure its deck specific and you’ll most likely have to play mono blue but its hard to see a Standard format that doesn’t include a deck with this LS Mastery and these two events – right away Aayla/Luke3/LSM starts looking pretty appealing.

As stand alone cards they seems pretty good especially blue decks with Soresu Mastery which seems like a mono blue direction design is pushing us in. Luke3 seems like he will be way better in standard. If this seems like the kind of thing you are into playing you might want to pick up Luke3s now before they get expensive – that card has a price memory of around 50ish dollars and the low is around 20 right now on Ebay.

BobbySapphire: Outside of this cards interaction with Grand Entrance I can’t see how we would ever play this card. At one point you could make a case for it, but at 2 points it might be the worst plot in the game. Unless there is a card that works especially well with it that has yet to be spoiled I would take any of the grey, two point plots if I had that kind of room in my squad. Lando’s 4 for 2 side is really the only die side that really goes decently with this, but I’m not interested in coughing up those two points for such a narrow ability.

NJCuenca: This can save you actions which might let you claim although 2 points is a pretty steep price to pay. I can see this being useful for Lando since his 4 resources is occasionally removed which makes us sad but for 2 points will it be worth it? If we compare this with other plots it seems less obviously good. There might be characters that we haven’t seen that make this more enticing with an ability that gives you a benefit for resolving resources although I think they would have spoiled those characters/cards together. The actions you save could get you ahead in Theed Mirror matches which is certainly a place I don’t mind being but I will admit that this will most likely be unplayable.

Thanks for reading, please let us know what you think about these cards on here or on social media.

-TheHyperloops

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