It’s not UNCOMMON to find a few non-rare gems in each Star Wars Destiny expansion. There is only a minute differential in rarity between an uncommon, 36 per box, and a rare, 30 per box, so we often find ourselves struggling to pick up the key uncommons before having to shell out $5-$8 for them. Last set I had picked out Pacify and Suppressive Fire as the two that were most likely going to sit at $5. Neither one has been awe-inspiring but we still live under the tyranny that is Blue and i’ve gotten ruined by many a Pacify. Suppressive Fire might become a bit more hot with it being one of the few options that actually kills the new Vader’s Character die without it being able to come back. Anyways, let’s get started!

Armored Reinforcement

This thing is hot fire! We were accustomed to 3 Team Building Point to get us a single resource in Legacies, and then Long Term Plan to be slow but explosive in Way of the Force. Now we get a specialized tutor as well as the a discount for it and it gets played so we don’t have to worry about avoiding a pesky discard side or something like Scruffy Looking Nerf-herder. There are currently entire decks predicated on starting with this Battlefield and if you haven’t seen it yet, then you will very soon so get ready. You technically only need 2 of these for your deck and often can’t build more decks than that, so it will be sought after but not in the way that Force Illusion and Easy Pickings are/were.

I won’t be talking about any more of the plots, but you should definitely have at least 1 of each and every one of them.

Drop ‘Em

Maybe not now, maybe not ever, but if there is ever a time where you run a deck with 2 Red Villain characters then you’ll need to be very afraid of this card, assuming only if you play a Weapon upgrade deck. Weapons decks used to be the most played decks, but we’re often now looking at support based ones, so maybe this doesn’t ever get used, but always keep it in the back of your head and have 2 available in case that time ever comes!

Fear and Dead Men

Big Vader, Dooku, and any of the villain decks with rather large Melee sides will absolutely adore this card as it threatens to rip huge chunks of health from 3+ wide decks. I can’t think of any real reason to run this outside of Vader or Dooku at this time, but it is much more useable than it’s ranged counterpart, Salvo.

Reluctance

This card is a very interesting one. It is mainly a card that I feel sets you up to Retreat (cast it right before) or Hyper Space Jump (cast it the turn before) away and leave your opponent very sad when they’ve rolled out big damage. It is also very useful in those late game situations where you are going to roll out a loaded up character and your opponent is already showing a bunch of damage to kill them with. That situation doesn’t happen often in slow support based decks but I can’t begin to count how many 2 character vs 2 character games this comes down to.

Sidestep

It’s another niche card but if we end up in a meta with a lot of small supports then you can splash this card as a silver bullet. I don’t like doing this, but it would’ve been a cheap answer to Aphra meta and the equivalent to die mitigation.

Slice and Dice

I find this card to be pretty interesting due to being able to split up the damage, it being unblockable damage, and that you REMOVE and not RESOLVE, which means if you get stuck with a +3 Modified melee from Ancient Lightsaber then you get to chuck it at the opponent still.

Snuff Out

For a long time Villain red decks have wanted to be able to pack the scary card that is Defensive Position. We’re now looking at what is potentially an over costed version. It loses the ability to work against non damage dice, but has completely removed the limitation of the value needing to be 2 or higher. It had to have the increased cost, but it’s still tough to use in most decks. It’s another card that is amazing against decks that need to put all of their dice in the pool and focus and against characters that are fully loaded. Could be great, could be crap. It’ll be hard to gauge because the decks that can easily afford 2 resources are slow ones.

Stifle

The effect is a mandatory one, so it cracks and cancels the first event that your opponent plays. Against the decks loaded with 0 cost events it won’t be amazing, but if your opponent doesn’t immediately get it off of the table, then it does protect your roll-outs and it isn’t very often that an opponent has multiple 0 cost events in hand. This is probably the $5 uncommon of the set if i had to pick one. The others don’t leave me very enthused.

Systems Gauge

Removal on a stick. It does cost you 1 resource to come out and then 1 to mitigate, but it is very hard to interact with this once it is down and you don’t have to worry about not drawing mitigation or an opponent FiLP-ing or Probing your removal away. If Vehicles takes the meta, then this could be something we see often played. Hard to use and not being stand alone doesn’t leave a lot of breathing room for it’s price to go up, but who knows since most vehicle decks has a ramp engine and can easily afford this.

Theed Royal Palace

It’s not very often that I want to collect a battlefield, but man this card by itself makes me want to play fast 2 character lists. This has the potential to be the Weapons Factory Alpha for all of the fast decks and you no longer have to wait to claim to try to get the initial benefit. Battlefield roll-offs become all that much more important again. 4 health differential vs 1 resource (potentially per round). Where do we draw the line??? Round 1 Maul’s Saber is no longer a questionable dream for Villain decks and Hero Melee gets to jam down any of their silly 3 cost lightsabers as well. I know someone in particular that is fully experimenting with this and new Han in a myriad of different builds.

Turn the Tables

Anytime i see TURN and TABLES I just think of the club and DJ’s playing all of the best jams (music). It has a stipulation for a focus side being available, but it is damage die removal as well as a potential double focus to damage. Rebel Engineers and L3-37 might be able to get very good usage from this as they reduce opposing damage whilst also flipping their vehicles to their best damage sides.

Until Next Time

Nope, it’s not a card. I just wanted to say thanks for reading and let me know if you feel that I missed any thing. I left out a few feasible Uncommons that I felt just weren’t strong enough effects, but i’ll gladly debate with you if you want to leave a comment. We’re currently in an age of First Round Kills and ridiculous amounts of damage, so if you aren’t aware of that yet, stay tuned to when we go and break it down, but hopefully we get a couple of errata’s in the near future before some of the National level events become a shit fest. I love me some craziness, but overall it’s not good for the health of the game.

~HonestlySarcastc