Today we continue with our round table discussion of the recently spoiled cards. Today we are going over the yellow hero and neutral cards with a bonus card at the end that was recently spoiled. If you missed yesterdays article you can click to see that here.

NJCuenca: I’m kind of at a lost for words on Saw. If he had a base 2 and 3 he would obviously be above the curve in power but because they are indirect its harder for me to gauge. As for obvious pairings the new Luke and Han make 30 but none of those seems exactly exciting to me. Perhaps the plots will bring something that will make going under 30 worth it but because we don’t know what they will be its impossible to know for sure.

His special is very interesting. At worst its a random discard that might do some damage but at its best its going to make you discard something that costs 5. Granted you have to get down to the very last cards in hand but if you have one or two big cards left you can fling it for big damage. Yoda seems like a nice complement if we are trying to build around that but it seems kind of clunky albeit powerful.

As a fair character that just treats his special as a discard with upside his partner will have to be pretty good. R2P2 is the current gold standard for hero pairings and Sal doesn’t have an obvious pair. You can play 3 character Sal with two 7s or a couple of 6 point characters and some plots but that doesn’t seem great to me. I’m not super excited for Sal but there is potential.

BobbySapphire: I came, I saw, I kicked some ass. Saw is interesting in that he has a free 2 and 3 side, something that Sabine has but she costs much, much more. Saw is great for winning the die roll in that regard, but indirect damage is clearly worse than targeted damage. What really makes Saw whine is that special ability that is both hand disruption and damage. What’s really nice is that he can discard your own card, allowing you to manipulate your turn to do a lot of damage if you don’t want to take the chance of a zero out of your opponent’s hand. I’m not sure how to build around Saw since his base sides don’t help with any of the current weapons we have, but hopefully Legacies and the sets following it will provide a bump to these base indirect sides.

HonestlySarcastc: Oh baby. Save for the disrupt, those are sides you’d normally expect from a 20 point character of old. Indirect damage is apparently worth less on the character building chart. Indirect damage will often be spread between the characters which means that it will be harder overall to take out a character but the promised land of winning will come faster overall due to the additional damage being printed. His special is going to be a ball buster because it represents a discard from the opponent’s hand, but will often try to get the last card from your own to hit for big. With the way the rolls currently are for discarding as your action to reroll 0, this could become crazy pretty fast. Or if we get a lot of ambush cards, we could even claim a throne room to smash some big damage in Via large support tosses.

NJCuenca: Well… they did it. Darth Jar Jar has been printed and the game will never be the same. I’m selling my collection and I’m taking my ball home with me.

Seriously, though, Jar Jar won’t break the game. He will be applicable to mill archtypes and archtypes that want to go wide with dice- 6 die decks with Maz and Ezra anyone? I’m not sure what that deck does besides annoy the crap out of your opponent but you can make lots of money at least. The big issue with going wide like that is that your dice are small and you’ll be relying heavily on the cards you play to win the game.

His ability is pretty positive and its going to take some testing to know how exactly you play with and against him. Your opponent losing an action so they can play around his weird reroll ability will be great for people who want to claim a good battlefield and play the sweet claim cards. Overall he’s a welcomed addition to the catalog of characters albeit not powerful.

BS: Jar Jar is kind of awesome. He’s certainly complex, and every game he’s involved in will feature that inevitable 10 second pause while both players figure out exactly wtf is getting rerolled and what isn’t. I think it might be correct for your opponent to roll him in as their first action no matter what just to avoid getting blown out by his ability, doing anything else might just be too cute. The major downside I see to this strategy is giving the Jar Jar player the chance to blow us out by cards that need dice in the pool like Double Cross, Negotiate, and Loth Cat and Mouse which are all yellow like Jar Jar. It’s going to take some time to figure out just how to deal with this clumsy bastard.

HS: The ultimate troll has arrived and as expected, he can mess a bunch of shit up on his way in. Interestingly enough is his 9 cost for an elite character. Any player setting up big dice when their opponent has a Ready Jar Jar is just asking for it, so there will definitely be some early mind games going on when it comes to activating him. They’ve opened up starting with 6 dice starts with Jar Jar but who knows if that is any good.

NJCuenca: Boomas! This card makes me laugh because the flavor is spot on. Unfortunately the card is probably not great due to the amount of blanks the die has. If you can play a deck with a lot of focus that can get the 3 damage side then I’d consider running this since getting a 3 damage Booma for 1 resource a turn is no joke. The flavor of a Yoda Runaway Boomas deck has me giggling a little but maybe I won’t be laughing when someone does that to me.

BobbySapphire: I can’t see ever sleeving these up for a constructed event but them seem like a bomb (booma?) in draft if you can afford it. Those games will be slower so having 4+ activations of this thing could just wreak havoc on your opponent. It’s definitely a cool card, but not one that’s super cost effective unless you’re really cranking out the resources. Power actions seem really good from what we’ve seen so far and this one is no different.

HS: I thought this was runaway boombas and i wanted to alt art it into a Goomba, but sadly i realized my mistake. Being able to spend 1 resource per round for a 2nd of this die seems like it could be good, but realistically it’ll probably end up being terrible. There are a lot of great things right now that can be had for 3 cost that are better the longer this is out, the scarier it can get. Being able to reroll away from those blanks will be very hard. I very much expect this to be junk, but if you can make them consistently show the 3 indirect sides, hitting for 6 a round can get pretty beastly. As of current, I’d prefer to run Y-Wing since you get c3p0 synergy and it is treated similarly.

NJCuenca: This is definitely a meme card as it won’t see any tournament play unless there is some really good way to stack your deck. There are a few ways but they are all kind of garbage. The upside is 5 damage which is great for 2 resources. The problem is that its not just 2 resources, its the time you have to spend fiddling with your deck and opportunity cost of putting big things and this in your deck. It being indirect really wants you to be able to do some direct damage to take advantage of it and with all the durdling you’ll have to do to set this up you won’t be doing much damage at all.

BS: This card sucks. It wouldn’t be too bad if it didn’t cost two, but it’s just one of those really expensive cards that will probably never see play unless someone total figures out the Jyn/Rebel deck we all wish would work but doesn’t.

HS: Unless we get something that checks the top of the deck constantly or sets cards to the top, this thing is trash and avoid it at all costs. 2 cost for “random” even if it hits for 2 or 3 which is unlikely is way under the curve ability for it’s cost.

NJCuenca: Where my Celtics fans at? John Havleciks nickname is Hondo and I can’t get that out of my mind so any deck I build with this guy will involve some kind of reference to that. With him being neutral there are a lot of teams he can play for but with only 10 health his salary might be bit to high to be an all-star. Your deck will want to block all of your opponents resources in order to do damage consistently. His die already does a good job of attacking resources with the two disrupt which will force your opponent to do something. Early on his die will be fine but the longer the game goes the more plentiful resources will be which will make him worse and an unreliable damage dealer. I’m not super excited for Hondo because I value health and consistency a lot. If you kill his partner then you can drag the game to a place where you can pay him to death.

BS: I’m not a huge fan of Hondo or characters without damage sides, but it’s possible to build a deck around his ability, especially with all the special chaining going on right now. Having a way to clear out all your opponent’s resources and do things like Leadership him or use Bib Fortuna to roll his dice back into the pool make his ability pretty dangerous. That seems like it’s a lot of work when we could just be rolling cards like Aayla Secura for big damage at a cheap cost, but there’s definitely potential here.

HS: He reads interestingly enough. Double special side for 3 damage seems sweet, but the opponent being able to give a resource to stop the damage can be brutal, especially when we take into consideration that Hondo costs 15 at elite which is half of the team. Round 1 is a pretty good setup for him, but later rounds make him much worse, not to mention that the other sides are utility sides and are counter productive to the damage portion of the ability. I could see this doing work against casuals but better players playing around it much more efficiently. Poe2 and C3p0 anyone??

NJCuenca: This card does 1 damage for 1 resource which isn’t great. If you’re opponent plays smartly that’s all it will be or they will use it again because its than not using it. These chaining cards have never been good in any game unless they are incredibly efficient and this card is not that.

BS: Cantina Brawl is a dangerous card, there are definitely situations where it will have the potential to kill a character if your opponent decides to play chicken against you. All in all I think you come out pretty even if you always decide to trigger it once as the opponent. Your opponent does two damage for two cards and a resource and you did 1 damage at the cost of 1 card. You might even be ahead there depending on the board state. I can’t see ever wanting to sleeve this card up, but direct damage from events doesn’t come around often in this game so it might be worth a shot.

HS: I’ve always loved card effects like this because they set up for some crazy shenanigans. The dilemma here is that it is best against worse players and can be bad against the good ones. Paying 1 for 1 damage is under the efficient metric of 1 resource + 1 card = 2 damage. I expect their to be many stories of someone playing this into a random death that they didn’t expect.

BONUS!

NJCuenca: Well… they did it. Darth Jar Jar has been printed and the game will never be the same. I’m selling my collection and I’m taking my ball home with me.

Self referential jokes aside, WHAT THE HELL? This card doesn’t seem real to me. I guess its unique but aside from that this card seems like a joke. On turn 1 this card might not be the best because people dump most of their hand but after that 33 percent of the time you’ll be resolving the special in two actions. Given that they can play some cards a mono color opponent is looking at possible 3 or 4 damage on those mid turns, that’s just nutso upside from a two cost card. It also has a 2 base range just in case it wasn’t good enough. Even vs a two color deck you’ll probably hit 2 cards when you activate the special which isn’t the greatest but YOU GET TO SEE THEIR HAND, WHAT? GIUOIUGIU(*TP(*YIUT&((*^*&R^R

The added value of seeing your opponents hand is insane in this game. A third of your turns you’ll have perfect information, sign me up for this card.

BS: This card is just bonkers. Your opponent can play around it a bit by dumping their hand, but rolling this out as your first action is always going to be super scary for your opponent. Because the vehicle creep sort of failed in EAW there are a ton of cards that help supports and vehicles that could just push this over the edge. Ciena Ree has never had a vehicle that you could just shove in any deck to ready, but Kylo’s Starfighter is that good. Weapons Factory Alpha also means playing this thing for only one resource, meaning that if you roll just a single resource side with your Ciena activation (55% chance, 63% if she’s got a weapon with a resource side – I think anyway, my memorized math could be off), there’s a strong chance that you’ll be able to ready this thing immediately. This is one of the best vehicles we’ve ever seen, and I think it will finally be the vehicle that shows up in a bunch of different decks, something we haven’t seen in Destiny very much.

HS: Oh BABY!!! Long live RAINBOW!!! So if people didn’t already hate playing against Kylo2, they’ll hate his starfighter even more. I love this ship, double base sides, double peek + damage special and a shield. Even though the special only does indirect damage and requires you to soul read your opponent in multicolor decks, it is going to be a Mind Probe type of card while giving tons of information. Pair this with Weapons Factory Alpha /Docking Bay to sneak it in cheap or Ciena to get additional activations (not very good there due to opponent needing a hand) and things can get spicy very quickly.

Thanks for reading and remember,

-TheHyperloops

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