SWCCG
     ExchangeSWCCG Exchange
Member of SWCCG Exchange

CARD REVIEWS


Saturday 1-17-98
Mandolorian Armor

This card has many advantages. There are the obvious +2 to power , armor=5, and immunity to attrition less than 3 which are nice in any situation but if you use this right, it can be a game saver. KKK isn't that good right? Single desting will beat him in one round right? Not any more! Deploy Mandolorian Armor on our insect friend and suddenly you have a power=10 armor=5 charcter. Not to shabby, but deploy with vader and that's a force to be reckoned with.
Also, most of us have those characters that we just HAVE to include in every deck, functional or not(mine's Greedo). Mandolorian Armor keeps them safe and makes them a nuisance especially if you play something like Vader's Cape on that guy.
Another type of card that works well with this is the all powerful assault rifle. The Light side has a habit of taking out characters with weapons first, an Armored rifler will make them think twice.
All in all, this card can find it's way into just about any deck, although it is extremely useful for bounty-hunter and raw-power decks. I just look forward to a rebel form of it in the form of Boussh Armor from Jabba's Palace


Sunday 1-25-98
Out Of Nowhere

Hello! I was looking through my old cards yesterday and I pulled this card out. In two seconds, I was desperately trying to find out why this card isn't more widely used. To start out with, It's a destiny adder and a Used Interrupt! Unless I'm forgetting something, It's the only one of it's kind.
It's also probably one of the most useful cards in a space deck. It would give Captain Han yet another destiny on the Falcon. Boshek, Princess Leia, or Luke on any named x-wing would qualify. The starship doesn't even need to be alone to qualify! And on top of that, it's got a destiny of 5.
The drawbacks of this card are it needs to have maneuver of greater than 3, which rules out y-wings. But thats all I can think of. Hmmm, two of these are finding their way into my Deck real soon!

Tuesday 2-17-98
Death Star Assault Squadron

This card from the First Anthology had many people shaking their heads. Why would you want a card that deploys for twelve, has manuever of 3, and prevents you from playing Vader elsewhere on the table. For a while these were perfectly valid points. However, with the release of Cloud City, DSAS has come to light as having a wonderful use.
Two of the most popular LS deck ideas right now are Hoth/Clouds and Tatooine/Clouds. This presents the Dark Side with a peculiar problem-- if you aren't playing a Clouds-based deck, odds are you wont be able to do anything to stop those annoying drains. This is where DSAS comes in. This one card can single handedly destroy the light side's entire deck strategy! Look at it this way, odds are, the light side won't put more than two, or at most three cloud cars at a sector. That doesn't provide them with enough ability to draw destiny. Even though your DSAS is power minus 2, you draw a destiny; which can usually make up for it. In a few short, painful battles, you can take out the core of a Clouds based deck!
The main thing one needs to be careful with when using this card is Captain Han aboard the Falcon. He'll rip you to shreds fast. Also a proton torpedo will make life hard. But aside from these two things, DSAS can rule the clouds. One other thing to remember-- this is a surprise thing. If you give your opponent time to muster his forces, you're sunk. So strike hard, strike early and strike fast!

Thursday 3-19-98
Tauntaun

If only all creature vehicles could be this cool. First off, our stinky friend here has a destiny of four, deploys for 1 and forfiets for 3. Their destiny makes them a welcome battle destiny anyday. Also they make great attrition fodder- since tauntauns are creature vehicles, your passengers can jump off before you have to lose them. two tauntauns can save you from having to lose a character you'd really rather not use.
Also a tauntaun can be sacrificed to make one character immune to Exposure for a turn. Exposure is one NASTY little card, and underused in my humble opinion. But the best thing about tauntauns is they can move as a 'react' from a battle. This makes tauntauns the Arconas of the frozen north. These work great either in a cloud drain deck or against a walker garrison deck. With Clouds, you can just plop your miners and Kebyc on Tauntauns and let 'em run around until your opponent just gives up on battleing you. Same with the Walker Garrison- they can't force drain what they can't control! So these little buggers appear to be a welcome ingredient in any Hoth deck. Just be sure to keep some force on hand to move them, or they'll become Walker Fodder faster than you can say, "I Thought They Smelled Bad on The Outside!"
Wednesday 3-25-98
Figrin D'an

Figrin D'an is one of those cards that alot of people had in their decks back when premiere was the only set out, but he was slowly phased out, right? Well now there's a whole plethora (I love that word) of reasons to put him back in. First of all, there's the obvious, he's one of the easiest ways of force retrieval; by using one force during your control phase, you draw three destiny and your opponent draws two. Whoever has the higher total gets to randomly retrieve one force. In a game where the winning differential is often a small number, that extra force per turn can be a game saver. Another benefit of Mr. D'an is that he's an alien, so he's impervious to the dreaded scanning crew!
However, if we look closer, we can see all kinds of hidden benefits in this card. First of all, with the exception of I Had No Choice there is no way to cancel D'ans game text. This means that every turn you can successfully remove two force from your opponent's reserve deck therefore removing two from the total they will be able to active on their next turn. When alot of the dark side's power comes from high deploy characters and vehicles, this can be a great advantage. Another place where our Bith friend can be useful is in a numbers deck. With the addition of Clak D'or VII D'an becomes destiny 4. Then on top of that he's a gambler, which means he can play sabacc. This coupled with the fact that he removes two from the top of your opponent's reserved deck everytime, makes him an ideal candidate for a NTMO deck!
On a side note, I'm waiting for Figrin D'an to join the Rebelion so we can get a Leuitenant D'an card...

Back