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Here's my Card Review sections. Here I will be reviewing cards which aren't generally considered staples but I beleive should be considered in many decks. Have any suggestions for a card I should review? Send your suggestions to me


Boushh

Here's a card review by request. First let's look at the card.

Boushh (1) Rebel
Power: 3 Ability:4 Armor:4
Deploy:6  Forfeit: 7 

Deploys only to a site (-2 on Tatooine or Coruscant) as an Undercover Spy. While Undercover at an opponents site, prevents opponent from modifying or cancelling your Force Drains at opponent's related sites. Immune to Attrition < 3.

Prior to the release of EJP I asked Roddd about Boushh and he said "super spy." I no not to doubt him, and boy was he right. A quick look at the stats reveals a Leia who could conceptually fight rather well. However, as is the case with most new mains, the deploy is extremely high. However considering that the first UC spy, U-3PO, has a deploy 3 for far worse stats, the 6 isn't too bad. However, it is possible that certain cards could make her even more expensive, BFHI and RalOps. Still, though even 8 force is worth it to block a big drain. Her ability/armor (redundant?) of 4 means that she is no where near as prone to be Trampled/Snipered etc… as other LS spies. So, at first glance we have a good UC spy. That's when we get to the rest of the text, yeah that part about drains at opponent's related sites. This is what I find the most intriguing. This means that a Boushh on opponents Op planet can seriously decrease the opponent's success of "run and drain." Usually they run and their FD -1 text keeps you from draining them. Now though, not only will you get in some drains while they run, but they may have serious trouble running from Leia. She can move along with the opponents characters and no restriction on breaking cover means she can lead one of your hit squads. It also means that your lightsabers may finally allow you to do some serious draining on the opponent's planet. Imagine the havoc our little UC Leia can wreak, Scenario 1:

Enter Tempest 1 being piloted by Igar and an AT-ST pilot

Pilot: Commander, who's that walking towards us?

Igar: That, oh, that's just that bounty hunter Boushh, ignore 'em.

Pilot: Oh, what's he doing with all those weapons?

Igar: Who knows, probably just looking for some creature to kill.

Pilot: With a Concussion Grenade and lightsaber?

Igar: Who knows, stupid scum. Hey, where'd he go?

BOOM

Boushh: Nothing like a little Under Attack in the morning.

You can hand Leia a weapon and let her start repeatedly apologizing to the people around her "Sorry About The Mess." Imagine letting her "soften up" the site, then coming down with Obi and saber, playing COAS and Jedi Presence and finishing off the site. The possibilities with her are endless…

Scenerio 2: Enter Vader and Tarkin sitting on CC, with a menacing Boushh…

Boushh: Yeah yeah, I know, you beat all the Jedi with one hand in between saving the government and creating a new one. Whatever.

Vader: How dare you mock me!

Tarkin: Vader, calm your self.

Vader goes off on a tantrum and starts destroying things with his saber.

Tarkin: Why do you have to set him off like that!? You know he has an Uncontrollable Fury, it's so hard to get anything done when he's doing that.

Boushh: (shrug)Don't look at me, he started it with his "I am the Dark Lord Of the Sith, bow before me!" stuff.

Tarkin: (sigh)

End scenario.

All in all, a great card. She can be used as a simple UC spy to block a drain, she can be used to set up a beat down, or just wreak plain ol' havoc. Does she belong in every deck? No. Will she be seeing some use in my decks? You bet.

Thus sayeth the id, Jon Schultz


Revolution

Now with CTR out, how useful is this baby? Sadly, its usefulness has decreased a lot . Before it could be used in multiples and represent a strategy unto itself or you could use just a few and still find them to be very useful in the overall strategy of the game. Now however, things have changed. Using just a few will probably result in it being cancelled and causing force loss, via Evader, right off the bat 75+% of the time. And using them in multiples is about as effective unless you go to great lengths to protect them. So Revolution isn't really a bad card, but as is often the case, Decipher has done a good job of hurting it. And until people stop packing CTR and Evaders it won't be the last 2 cards I add in my deck.


Point Man Now this is one of those cards I make sure to put in every DS deck of mine now. It can cancel Asteroid Sanctuary, Order To Engage, and No Disintegrations. All three of which are growing more popular. AS is making a comeback due to cards which slow and/or cancel drains. Order To Engage is becoming a staple in many LS decks, I can't tell you how many times I saw this card at the Wild Card. No Disintegrations will be making a comeback thanks to ECC. Any one of these cards can cripple a deck, and Point Man is the bext protection you can have.

Tunnel Vision Ok, here it is, by request, Tunnel Vision: LS, destiny 3, Lost interrupt. Search your force pile and take any one card into hand.

I remember when this card first came out and there were people who said this card was great, and there were those, like me, who said losing a card to get a card that's already in your force isn't worth it. Well, maybe it wasn't, but now it is. Now more than ever, getting that 1 card at the right time is crucial, and with activation at an all time high I would reccomend this card for most decks. A lot of people use extra Signals rather than duplicates of effects, well Tunnel Vision can be used in the same way. Say there's about 5 cards you use doubles of, cut them down to 1 of each and add in 3 Tunnel Visions and this is what will happen: You should get 1 or 2 of those 5 cards, then you can use a Tunnel Vision or two to get the ones you need, as well as any other card you need RIGHT NOW! "Where's my Landing Claw?" This also frees up 2 more card spaces. So basically, Tunnel Visions can are great for getting that "must have" card when you need it, as well as lessening the need for doubles. Don't forget it also lets you look at your force pile and decide whether drawing is worth it.


Path Of Least Resistance LS. Destiny 5. Lost Interrupt.Text: Cancel rite of passage. Or relocate one of your characters at an interior mobile site to a related interior mobile site.

Here's a card that has been gaining notoriety in some circles. Why? Well, with Nabrun being seriously hindered, this is seen as a sort of replacement. It has disadvantages, 1st: it's a LOST interrupt 2nd: It's only good at CC or D* sites. However, imagine moving a Ben or Luke into a battle, or letting one of your weaker guys escape. Your opponent sends down a goon to pick on a weak guy, they battle and whap: Obi joins the party. So is this card of limited use? Yes, but it's definitely worth a spot or two in a CC or even a D* deck. After all, how can warping one of your guys be bad?


Card Review #5: Saurin

Ok, I won't pretend like this is a great card. It's decent, and does indeed have a great use, albeit it's limited. See that text about Restraining Bolt? What that means is against an ISB deck you don't have to worry about a Restraining Bolt being whapped on a Probe Droid to hurt your drains. That also means you don't have to worry about your R-3PO being hit with a Bolt'. Great? Maybe not, but against an ISB deck it could very well be the difference between a win and a loss.

Card Review 4: Gravity Shadow

Everybody has a card they swear by, a card that has won them so many games it's unbelievable. This is my card. Let's look at it:

Destiny 4. Lost Interrupt. Target an opponent's starship that just began to move through Hyperspace. Draw destiny, if destiny is greater than the pilots ability the ship returns to where it was, if destiny =pilot's ability then the starship is lost.

This is a card that can change games. Imagine stopping your opponent from moving the last ship of their fleet away from your Executor and friends. Imagine tracking a nice destiny to blow up a fully-loaded Falcon. Or, just keep an important ship of theirs out of the battle a little bit longer. If you have a Gravity Shadow in your hand, then your opponent better hope they have a Houjix in theirs.


Review:3 Omni Box/Bith Shuffle

Well, here's a card that is generally used as the definition of a useless card. I remember a time when this card was actually a staple in my dark deck. Why would you do a silly thing like that? Simple, it's the anti-stacking/tracking card. How many times has your opponent drawn a 6 they've been tracking for a while? How many times have they set-up a good destiny to use with On The Edge? How about for dueling? How many times could you have used a good 5 destiny recyclable card that (gasp) you could track. With this card you can stop your opponent from tracking destinies and track your own. Next time your playing and the destiny draws are seriously favoring your opponent, remember this card.

See Steve, I told you I would :o)


Card Review 1: Abyss/Chasm Ok, now if ever there was an overlooked card...this would be one of them ;o) In fact, this card may have very well won me a game at my last tourney. Here's the text for those of you unfamiliar with it: Effect Destiny 4 Deploy on table. If a unique card is drawn for destiny and is duplicated on table, destiny card is lost (destiny=0) If duplicated card is a character it loses immunity to attrition for remainder of turn and player must lose 2 force or that character. (Immune to Alter) Ok, so there you have it. This card was designed to hurt Mains and Toys decks that use multiples of a single character. And, if done correctly it can do just that. Imagine a LS EPP deck that draws a large amount of destiny, think of how much damage this can do, every time and EPP card is drawn for destiny, and is already on table then LS loses 2-3 cards. Think of how HDADTJ decks might be affected. I was playing an old fashioned Obi Revolver, I had Abyss out and so my opponent chose not to swing with his saber at my DLOTS, his destiny draw happened to be Obi however so my draw of 2 was enough to kill off Obi. Leaving me a nice drain of 3 at his hut. This is one of those many effect cards that have a good chance of just killing a deck, so if you're not playing Mains yourself I would consider adding one of these in.

Card Review #2:Air 2 Racing Swoop

First we'll look at the text of the card... Destiny 5. Deploy:2, forfeit: 2. Power:0. Manuever 5. May add 1 Driver and 1 Passenger, Landspeed =ability of driver. Once per turn may follow one opponents vehicle or character that just moved from same site, if within range.

Ok, now here's an underused card. At first look, you think "So what?" It has no power, low forfeit, good destiny, but so do a lot of useless cards. What makes this card so good? In a word: text. How many times have your Mains chased around ops while your opponent runs and drains? How many times have you had Vader and Tarkin together and your opponent won't stay and fight? Well, no longer. Now your opponent has no chance to escape. With Vader or Obi piloting, you can move from one end of a planet to the other. It can not only let you battle with Vader, so you don't have to worry about Uncontrollable Fury so much, but it will let you be at the opponents location during your control phase so you can play cards like Sniper and beatdown the opponent further. It used to be that it was cards like Nabrun that let your mains "get into the thick of it", but with cards like IAO, it is necessary to find a new way to "Chase" the opponent. The racing swoop is that way, happy hunting!

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