Last week, FFG awesomely spoiled a bunch of Yellow hero and neutral cards for Spirit of Rebellion. Today we take a look at what we can expect to see from each of these cards.
- Maz is another Bala Tik-level, bargain-price character. Being able to either pay 8 points for 8 hp and her insane ability (but only 1 die), or adding only another 3 points to the cost to get 2 dice is quite the steal, she is currently the cheapest unique character in the game (tied w/Bala).
- Her ability, coupled with having 2 (1-focus) sides is a very reliable way to resolve your strongest die sides during her activation.
- All of her dice have a value of 1, that’s absolutely terrible. The only redeeming factor is that focus is a really strong side coupled with her ability.
- 8 hp is low, so if your opponent wants to kill her, she will die.
Everyone has only good things to say about Maz, so I’ll write a ‘devils advocate’ review. While Maz at first seems like a ridiculously strong character due to her trigger ability, I think she has several drawbacks. The main one being that she needs to be coupled with characters who have strong dice, or her ability isn’t worth it. She can only resolve two dice with the ability, and it’s purpose is such that you resolve a focus, then use the focused die. If you are running a 3 character list with Maz, odds are there won’t be a strong enough character die in your list to make full use of Maz’s ability (at least until you get an upgrade or two out). Thus Maz is restricted to being run with character’s like Poe, Luke, etc. who have at least a 3-damage side that Maz can abuse. However, if you run her with such a character, you’re creating other weaknesses. First, 8 hp is low enough that your opponent could reliably remove her by turn 2 or 3, making the choice to kill Maz first not as risky. Second, Maz’s dice and low hp pool can’t finish games, unless something strong redeploys onto her. Maz is purely an enabler, so if Luke dies, she’ll have a hard time winning the game for you.
Note also that Maz’s best play is rolling into focus and resolving another die, however this is only a reliable play if you actually are running 2 Maz dice, as only getting its affect 1/3rd of the time is just not consistent enough to rely on. Finally, Maz’s ‘action cheating’ is a psuedo action cheat – you must have first rolled out your other character, leaving a turn for your opponent to remove the dice before Maz can roll out and trigger her ability.
All that being said, Maz will be a very playable character, filling a similar action cheating/budget character slot to Rey. However, Rey has 2 more hp for a single point cost increase, so you’ll need a good reason for choosing Maz over Rey. Her greatest strength over Rey is that she isn’t reliant on other cards like Holdout to utilize her action cheat ability.
- This battlefield can allow you to reach the cards you need (such as Holocron) very quicklyckly. This could potentially enable certain draw reliant strategies.
- This battlefield doesn’t help in the current turn at all, as it does not affect the board state. Most other battlefields will either help you defensively, aggressively, or at the very least discard cards from your opponent’s hand.
This could really help some niche decks find all the crazy cards they need to pull of something ridiculous, and will synergize well with the spoiled cards Long Con and Diversion as you are looking for their second copy. It is also a really solid battlefield for slower decks to use, as it has no affect on board state. This means that you could play this battlefield, and potentially be okay with your opponent claiming every single turn, as it won’t hurt as much as other battlefields.
- 4 Damage sides, and the 5th side is actually useable. If this were a single disrupt, or a single shield, you would almost never resolve the die, as re-rolling is simply better.
- 4 Cost is rough, it needs to overwrite something.
- The special is particularly underwhelming.
I see this card as replacing cards like Lightsaber or One With The Force, which are seen in Han/Rey decks as methods of saving resources. This fills that same roll while being a much more useful die in the deck. Right before Rey or Han dies, overwrite Jetpack/Robes/Heavy Blaster to save resources. Yes the cost will hinder the card, but I think that being able to save 4 resources is a good enough effect for it to see play (not to mention the damage sides are very strong).
- He has strong damage sides.
- He has no useless sides.
- His special has some nice utility/ability to finish off characters.
- 12 hp for 16 is great.
- That melee side will sometimes kick you in the butt if you’re running guns, and need that black damage.
- His special will sometimes be an effective blank, as it won’t be situationally worth using.
In my opinion Chewbacca will be on par with the strongest 16 cost elites, even Jango. While his ability isn’t as great as Jango, the stronger sides and 2 extra hp more than make up for it. In Chewy, you get Leia-like damage with 2 extra hp and Second Chances. The only thing that will make Leia better in the second set is the way too powerful card, It’s a Trap, which basically reads kill a character for 1 cost… >.< but I digress. High damage, high survivability. He will definitely see play.
- This will really help the mixed damage Blue/Yellow decks finish off characters.
- Diplomatic Immunity could almost be played with this card. (the card will enable niche and usually unuseful die to be played, as typically playing a card like Diplomatic immunity is simply too defensive to be worth it.)
- 10 is more than you think, yet tempting enough to make you run this card. You will almost always need to roll out multiple characters before reaching the threshhold, so plenty of time for your opponent to remove your dice.
This card is going to change the way people play against Yellow hero decks. You are going to see people removing sub optimal dice all the time from the board (like Rey’s +2), just to stop the action cheat into Planned explosion. And to be honest, if the second set adds removal cards (which it will), removal could be strong enough in the set to really hamper the card. You have to have a LOT of dice, and if your opponent can reliably play removal, it’s going to be hard to set up. However, this card’s ability to blow up a character in 1 shot makes it probably worth putting in your deck.
- 3 resources is insane
- Wayyyy too swingy. It’s simply going to be too unreliable, you won’t draw the second till later on in a vast majority of your games, and late game resources aren’t nearly as valuable.
This card is only playable if your deck runs through its cards quickly, or in a deck running Maz’s Castle. However, if you do play it, you will get a ridiculous bonus in like 25-50% of your games, depending on how fast the meta is.
- Paying 1 to remove three resources is strong.
- You need to play this at the start of the turn to hamper your opponent, and it has the same issue as long con, where you really need to draw both, and that won’t happen in every game.
I only see this being played in control/mill decks or if crime lord becomes OP.
- Unlimited potential for resource gain.
- Too hard to set up.
In my opinion it’s simply too unwieldy for it to be playable in top tier decks. You have to have already rolled a resource, and your opponent has to have enough resources to make the card worthwhile. (Note: a 1 for 2-3 trade is not worth it, as it removes one of your dice)
- It’s sides are strong, and could potentially really help Han/Jyn/Chewy decks finish out late game.
- You can’t play it early. If your opponent doesn’t damage the hero with it attached, then the specials become blanks, and then the die has 3 useless sides.
This is going to be an insanely strong late game card, especially for mill decks. It’s non-unique, so a Jyn with two of these will be hard to pick off when she’s healing 4-6 every turn.
That’s it for our look at FFG’s spoilers. Check back on our site later today because we’re revealing (three!) NEW Spirit of Rebellion cards!