Red Hero Spoiler Review

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Baze Malbus

026-baze-malbus Red Hero Spoiler Review

The Good:

  • 3 damage sides with high values.

The Bad:

  • Special is underwhelming. 18 points for only 11 hp.

Conclusion:

Sadly, Baze feels unplayable when you compare him to Poe at the exact same point cost.  1 fewer health, and a much worse special.  The only possible advantage you gain from him is that he has one more ranged side, but that additional side is a modifier.  If instead it were black, I could almost see Baze as a possible choice.  But yeah, Poe has a way better special, and more health, and the same black sides… I just don’t see Baze being worth it.

Mon Mothma

027-mon-mothma Red Hero Spoiler Review

The Good:

  • 2 focus sides, one of which is a 2
  • 2 resource sides.
  • Her ability is insane with any ambush cards, it gives them all the effect of unpredictable.

The Bad:

  • 9 health.

Conclusion:

I actually see Mon Mothma replacing Ackbar in decks like Ackbar/2x Hired Guns.  She has 2 focus sides, which means more reliable All In’s, and her ability pairs really well with a couple red cards, like Hit and Run, where you could action cheat someone, reroll a red die, then resolve damage. The biggest problem however is that she is a utility character and is priced a bit too high for what she can do for a team.  If you run her with one die, the focus reliability drops significantly.  But if you run her with 2 dice, she only has 9 hp and your opponent can easily remove half of your character dice from the game.  All that being said, I’m interested to see if a deck can be found which will abuse her ability to the point where she’s worth playing.

Rebel Commando

028-rebel-commando Red Hero Spoiler Review

The Good:

  • 10 hp for 10 cost.
  • Solid sides

The Bad:

  • Relatively low values on the die.

Conclusion:

I believe Rebel Commando will see a lot of play in a variety of hero decks, but won’t excel in any of them.  With that mill side and the control special, he will do a decent amount for control decks.  With his 2 black damage sides, he can also help aggro decks.  His 10 health is also good for any deck.  The problem is that his sides are extremely unfocused, with half damage and half control.  This will prevent him from fitting into any one archetype, but will allow him to slot into several archetypes until more focused replacements are available.

C-3PO

030-c-3po Red Hero Spoiler Review

The Good:

  • His ability is sooo strong.
  • 2 resource sides
  • 1 cost

The Bad:

  • Umm… 2 blanks?

Conclusion:

C-3PO will be an auto-include in almost every red hero deck.  His ability is so versatile that he is definitely worth playing.  Being able to use whatever symbol you want is soo strong.  The first examples that pop into my mind is being able to discard with a 3 side, eliminating an opponent’s hand, or using some random side with a high value to kill a character (not to mention resolving a die as a ).  In any case, the possible applications for his ability are limitless, which is what makes him so good in any and every situation (except when you have no other dice in the pool).

R2-D2

042-r2-d2 Red Hero Spoiler Review

The Good:

  • His ability is actually quite useful.

The Bad:

  • 2 cost support with no 2 value sides… Not enough bang for your buck

Conclusion:

While R2-D2’s special could have some strong uses, he simply doesn’t do enough for being priced at 2.  If he had a 2 focus and a 2 disrupt, I could maybe see him getting played.  But since he has 4 extremely meh sides, he’s simply not worth it.

Friendly Fire

091-friendly-fire Red Hero Spoiler Review

The Good:

The Bad:

  • Spot a red.
  • Only ranged damage.

Conclusion:

From what I have seen of the new set, it looks like ranged wont be quite as dominant as it has been in awakenings.  Instead we will likely see about an equal distribution of mill, melee, ranged, and mixed damage decks.  If anything, I can see mill becoming the predominant deck with some of the insane control cards available now.  With that in mind, having a card that only targets ranged dice in your deck is going to not pay out enough to justify using it.  Thus, I don’t expect it to see play.

Planetary Uprising

097-planetary-uprising Red Hero Spoiler Review

The Good:

  • Free guaranteed damage woop woop!

The Bad:

  • If you don’t claim, you don’t get anything from a two cost card.

Conclusion:

This deck will be very common in fast aggressive hero decks.  Being able to claim and force your opponent to deal 2-4 damage puts a clock on the game, and is extremely valuable.  However, any deck that isn’t fast will not be able to use the card, so I’m interested to see how many decks will be able to use it well. (Note: I’m pretty sure we will see some sort of errata to stop the hyperloop shenanigans, so I’m not going to talk about how this card is so broke in that deck.)

Rocket Launcher

053-rocket-launcher Red Hero Spoiler Review

The Good:

  • Extremely high damage sides.  4 sides that deal 3+ dmg

The Bad:

  • 2 blanks, 6 blanks if you have no resources

Conclusion:

This card is ridiculously strong in any deck that has the resources to afford it.  It’s cost and resource sides will be restrictive, and will keep it from being played in many decks, but in decks with resources to spare, it will be worth it.  (Side note: Lets nerf supports! You know, because they are so good already!….. Although I have no idea how often a rocket launcher will actually roll a special when an opponent has a vehicle.)

Guerilla Warfare

092-guerrilla-warfare Red Hero Spoiler Review

The Good:

  • Ambush.
  • Unseen damage

The Bad:

  • Removes one of your dice.
  • Only deals 1 damage at the cost of an entire card.

Conclusion:

This will only see play in extremely aggressive Red hero decks looking for that extra oomph to kill an opponent.  It’s payoff is quite low at only 1 damage for a whole card and die, but the unexpected 1 damage could catch an opponent off guard. Note also that the card is good with Mon Mothma, as it will have an unpredictable effect.  You could see a play where you remove a die, deal that one, but then reroll a Leia die into black damage and resolve it with your modifiers for 4-6 more damage that your opponent was not expecting.

Emergency Evacuation

090-emergency-evacuation Red Hero Spoiler Review

The Good:

  • Remove all the dice!

The Bad:

  • Remove your own dice.
  • 4 cost is extremely prohibitive.

Conclusion:

This card is a universal answer. No matter how many dice or what sides are showing, you can remove all of them.  This will allow it to see play in a resource gen deck like Mon Mothma/2xHired Gun.  Allowing you to completely shut down an opponents turn.  However, you will need to find a way to stall out your actions so that you haven’t rolled your own dice when you need to use the card.  In any case, the extremely universal effect will allow it to see play, but its drawbacks are big enough that it will see play in only very niche decks.

Training

125-training Red Hero Spoiler Review

The Good:

  • A lot of character dice are better than upgrade dice.

The Bad:

  • You can only play this on non-uniques, most of which are low health, and the card doesn’t redeploy so it’s risky to play it.

Conclusion:

This card is meant for Death Troopers and Rebel Commando’s, as they have both the hp, and the strong dice that justify it being used over a 2 cost weapon. However, it simply isn’t worth putting in your deck for other red non-uniques, because guns are usually better at that cost. All in all, it’s a cool card that I feel is quite well balanced in its benefits and drawbacks.

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