It finally happened folks. Covert Missions has been released AND no this isn’t a Corona virus fever dream. Here’s a clip of me opening the product.

Last week I discussed top 10 commons from CM and this week I will discuss what I think will be the top 10 uncommons! That’s right folks, 10! I thought about doing only 5 but I didn’t want to shortchange you. In reality, I didn’t want to write about just 5 because I think the top 5 are kind of slam dunks. The other 5 plus some of the other cards I will mention will be much more interesting to write about and I believe will add more value to deck construction theory.

Some of my more controversial picks will be based on upside and the amount you will have to collect. Some of these cards you should own 4 of just in case you have two decks you will want try.

10. Director

This card is incredibly niche but it works really well with You Are In Command and I think many resource red character like Krennic and Wat might want this upgrade. There are some mono red Leader Trooper decks as well out there, and I could see this being a stop gap between this and Admiral or Grand Moff.

9. Spectre Cell

Building Spectre decks is tough since pilots and melee damage don’t mix too well. Check out the search for Spectres to see for yourself. Still, there is a chance that someone will find the secret sauce. Kanan has a lot of potential and Chopper has proved his worth.

eKanan/eChopper/eHera/SC would be where I start since you get 3 colors and 5 dice. The issue here is that Hera is so off plan that it isn’t funny. She can pilot things which adds action efficiency and a late resource sink but that’s about it. 9 cost Ezra becomes playable in e/Kanan/eChopper/Ezra3/SC but his ability is underwhelming, and you lose out on Salvage Arm from red. I can keep going with this rant but I will stop there.

8. Rule of Two

This is mostly here because it incentivizes an archetype that we really haven’t seen before Dooku3/Kylo2 and Vader4/Kylo3 can both use it. I think Kylo2 could get some new life breathed into him as a result of the Bane and Trandoshan impact, using Dooku3’s 1 discard is going to feel way better when you make your opponent discard 2.

You probably want to have at least a couple of these so you won’t have to swap around. The biggest issue is that all of those decks weren’t near competitive before and this is like adding a conditional die that is very slow to resolve. Is that worth it? Yes! But that doesn’t make it top tier.

7. Destroy the Death Star

Of the two Death Star plots this one ends up being the better one. I kind of knew that in my heart of hearts but the other one just seemed to call out to me more. The biggest issue with Construct the Death Star is actually the need to remove 2 dice at once at least 7 times. That’s just brutal. Damage is pretty high and consistent, and you lose a guy quick which really halts your construction. This will probably be unplayable as well but this card is more flexible. HonestlySarcastc discussed this on our Podcast yesterday and, simply put, you can just construct a regular aggressive deck and use this as a back-up plan against decks where it would be easier to Destroy the Death Star.

I still believes this suffers against Desperate Measure decks but perhaps it will be so good that it crushes everything else or maybe you can gameplan with that in mind?

6. Viper Probe Droid

This card could be up but I feel its power is only mild and, the spot red and villain only status will keeps it from being an auto include. Its an auto include in any mono red villain deck. That archetype has never been viable but Pyre does give us some hope of that.

The Best Defense competes with this card – they don’t work well together when you have only one red villain. It looks like a good portion of the metagame damage will come from big sources and many of the red characters will be less valuable making The Best Defense a better option.

5. Fling

If any card is going to carry Wookies it is going to be this one. Many aggressive decks will just get a guy exhausted as the first action late in the game and if Wookies can solve their damage dealing problems it will make a huge difference.

I’ve heard good results about this card being a huge blowout vs Bane and Palpatine. While I’m not completely sold the metagame could be in a place where this card can lead to random wins.

4. Joint Maneuver

Now here is a hot take if I have ever seen one! This card is flying under the radar and I’m here to tell you why. It is both neutral and powerful for a 0 with its upside clocking in at 3 for 0 cost. This card unlike Eject will set up early kills and will be relevant earlier in the round. Eject is a more powerful card but players will have to play multiple pilots to make sure they get enough from Eject and at that point this card starts looking spicy.

The biggest issue will be Desperate Measures and having enough pilots to make it worth it while balancing non-pilot power cards but all piloting decks will have that issue.

3. Eject

Here is the biggest payoff card for Pilots and it is certainly a swing in tempo when your opponent has targeted a pilot and spent a lot of their efforts doing damage. It works incredibly well with Clown Car setting up some really gross round ones.

The problem is that this card is somewhat of a glass jaw against cards like Desperate Measures and Face The Enemy.

2. Abandoned Refinery

This is a rather boring card to pick as the 2nd place but it has wide appeal of doing nothing for most opponents while actually doing something if you build your deck with it somewhat in mind. Many decks that are mid-claim speed still want something to do that will give them an advantage and I think this will do it. I’d say you want to own at least 3 of these since you will probably lose one and loan out another.

1. Repurposing

Just kidding! This card is horrible. Resource cards like these should be playable in round 1 and this isn’t. You want to be able to play weapons before you roll in and this won’t do that. Equipments might benefit since a lot of them are defensive can be played late in rounds but the upside. A lot of the time your opponents won’t be playing many equipments or weapons and you might only get one use. Perhaps there is a mill deck with a ton of equipments but I’m not holding my breath. After round 1 the actions become precious because you are racing to resolve dice before your opponent can kill your character. I kept re-reading it hoping you could play equipment or weapons from your discard pile, or play equipments or weapons from your opponents discard pile but that is sadly not the case.

THE ONE TRUE GOD

This card is excellent and will make things rather difficult for deckbuilders. Your decks will pretty much have to be built to play around this card and not falter, good luck with that. Gone are the days of putting 1 ofs that might be good, now the name of the game is consistency. Highly valuing cards that can be played on the first action will be premium. Being able to claim in order to go first will also go up in value. Going second will be the difference between getting blown out by this card or getting to be the aggressor, and punishing your opponent for playing a card that doesn’t affect the board directly.

Time sensitive cards will be way worse with this around, cards like Eject might end up being stone unplayable because the timing of them. While I think this card isn’t as good as the hype it’s close.

Thanks for reading! I hope I wasn’t too negative but I tried to say nice and bad things about each card. Some of these seem pretty questionable as tier one cards with the only slam dunk being Face the Enemy. Let me know if you have any questions or comments on here or on social media. Take care and as always….

May you crack packs like a boss….

@NJCuenca

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