Yellow Villains Spoiler Review + More!

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A TON of awesome cards were revealed this week, so let’s just jump right in!

Guavian Enforcer

019-guavian-enforcer Yellow Villains Spoiler Review + More!

The Good:

  • 3 damage sides.
  • 8 cost for 9 hp is quite the bargain.

The Bad:

  • 3 modified sides.
  • An underwhelming ability.

Conclusion:
I am interested to see if this card will see any play. The issue is that Bala Tik sits at the same price point, and while Bala has less damage, his triggered ability is simply so powerful that he outshines the Guavian Enforcer. It will be interesting to see how he slots into something like a Phasma deck, with that extra hp pool for guardian. He also has 2 resource sides, which helps him make use of Bait And Switch, which could be very useful. Overall however, I find he simply isn’t more powerful than Bala Tik at 8 points, though I could be wrong.

IG-88

020-ig-88 Yellow Villains Spoiler Review + More!

The Good:

  • Vader level damage sides.
  • 12 hp.
  • Interesting and potentially strong special.

The Bad:

* No resource sides.
* 15/20 cost.

Conclusion:
I’m having a hard time thinking that IG-88 is strong enough to justify his cost. His special has the potential to be blank, and it’s rough that you have to use the die for a side that won’t deal damage. Also, not having a resource side is actually quite weak once you consider the potential impact of cards like Bait And Switch. Ultimately, I just don’t see IG-88 being able to provide enough control to win a game. With a character like Vader, having the 2 disrupt, natural discard, and a holocron (with its set of ability upgrades), you are able to better control your opponent’s damage. With IG-88 I have a hard time believing he won’t just die, and leave a 10 cost character to finish the game.

Unkar Plutt

021-unkar-plutt Yellow Villains Spoiler Review + More!

The Good:

  • 2 resource sides, one of which has a 2 value.
  • 2 disrupt means reliable control.
  • 10 hp for 10 is solid.

The Bad:

  • No damage.
  • A potentially underwhelming ability.

Conclusion:
Unkar is all about giving you a resource advantage as a mill or control deck. Doing this will mean you get your upgrades out, while controlling your opponent’s potential damage by lowering their number of upgrades. One thing I believe people have failed to notice is that you can use Unkar’s ability any number of times, as long as you have that value of die on the board. This means that no matter what you roll, you can make your opponent discard 2-3 times. That’s actually quite strong, especially once you consider it will give you resources back. You could conceivably use 4 dice to discard 2 cards and gain back 1-6 resources. Just imagine when you pull a One with the Force and gain 4 resources. While it may seem a tad underwhelming at first glance, I think that because you can use it multiple times on a turn, it will be quite strong. In any case, I think Unkar will see play in many control/mill/crimelord decks in the future.

Slave 1

022-slave-1 Yellow Villains Spoiler Review + More!

The Good:

  • 4 damage sides.
  • Special will force your opponent to play differently.

The Bad:

  • It’s a support, so naturally slow.
  • Also a vehicle so rip if your opponent plays rocket launcher.

Conclusion:
Actually one of the stronger supports we’ve seen. It has really decent damage while avoiding the crazy cost of 5 or 6. If you compare it to a tie fighter, you spend one more to get 1 more damage on 3 sides, and a comparably strong special, depending on the situation. This could fit into some slow yellow decks, but with how weak supports have been thus far, I doubt it will be played a ton.

Blackmail

023-blackmail Yellow Villains Spoiler Review + More!

The Good:

  • Have you seen the sides on this die!? It has nothing lower than a 2, and every side is useful for a mill deck.

The Bad:

  • Your opponent can remove it every turn if he wishes.

Conclusion:
This card is quite good. Even if your opponent removes it every turn, then it is as if you had played local garrison (also 3 cost), and are reducing the opponent’s resources by one per turn. Potentially, if you are running this with other resource crunching cards, you could see players attempting to first disrupt the opponent’s resources, then rolling out the character with blackmail. The one strange thing is that the disrupt sides are kind of mitigated, because your opponent will just pay 1 to remove the die rather than having 2-3 removed (of course it still hurts if they have die showing resources, but none in their pool). Definitely just a better form of resource control than local garrison, with the drawback being that it will be discarded from play when attached character dies.

Personal Shield

024-personal-shield Yellow Villains Spoiler Review + More!

The Good:

  • This card is extremely focused, you want shields, here you go. This makes it reliable in its effect.

The Bad:

  • It’s passive will only target ranged decks, and it has 2 blanks.
  • It’s also worth mentioning that 1 shield usually feels a bit weak, and paying 1 for 3, while good, will sometimes simply be a blank when you lack resources.

Conclusion:
This card is likely going to only see play in hard control decks. It’s one dimensional, and not all that strong. If it were stronger, you might see non-control decks throw it in to help keep characters alive. Or if it had some form of offensive capability you could see it as a utility card. However, since it’s literally only meant to give shields, and is not that amazing (unless against a ranged deck). It will only see play in decks that are just trying to stay alive long enough to mill you. Put this on Jabba, and hopefully he survives a turn or 2 longer. One caveat I will add is that against a ranged deck, this becomes much better, and totally worth playing in every deck.

Vibroknuckles

025-vibroknucklers Yellow Villains Spoiler Review + More!

The Good:

  • It has 5 black sides, all of which you want to resolve (no random 1 shields/disrupt that you will always reroll).
  • Potentially has 3 2’s and 2 3’s if you have the resources to pay for it.
  • Has ambush.

The Bad:

  • If you don’t want to spend resources, it has 3 meh sides.
  • Using a one discard or 1 melee side on a 3 cost upgrade just feels bad, kind of like shooting someone for 1 with a Force Throw.
  • Even if you increase the 1 melee to 2, you just payed 1 resource for 1 damage, which is not a very high value trade.

Conclusion:
This card is going to hit like a truck whenever you roll the discard sides and have resources (or hit that 2 melee). Even when you don’t have resources it’s still going to at least give you a side you can resolve. The strongest part of the card is its strong purpose-following sides. When you roll this die, you know it will either give you melee damage, or discard. No getting frustrated when your card you want to roll X type rolls a 1 shield or something else random. My one concern is that people will end up spending resources to resolve for 1 more too often. Spending 1 every turn is not great, especially if you are increasing the 1 melees to 2. The only sides I’d pay for is the mill, and the melee only if it will finish off/put a character at the ‘can die’ threshold.

Temmin “Snap” Wexley

029-Temmin-Snap-Wexley Yellow Villains Spoiler Review + More!

The Good:

  • His passive is insanely strong against most aggro decks.
  • His die are well suited for control.

The Bad:

  • Lots of 1’s on his dice.

Conclusion:
I believe, depending on which decks are ‘meta’, that Snap will be the staple red control character for Heroes. Many of the strongest decks play quickly, so that they can abuse battlefield abilities to give them an advantage over the course of the game. The biggest example being Han/Rey. Now imagine Han/Rey having to spend 1 resource to claim every turn, and that’s suddenly a much worse deck. This ability to hard-counter decks with a single low cost character will make Temmin insanely strong. Ultimately, I would think that he will be the first target in most games, so he’ll likely only be run as a single die character. But that single die and the ability that comes with it are at quite a bargain price, and totally worth it in any control deck. One side note is that even in an aggro/mid game damage deck, you may want to throw him in to dissuade your opponent from claiming. Red hero in particular has a bunch of cards that get better if you’re the one claiming the battlefield every turn (Defensive Position, Dug In, etc.).

A180 Blaster

032-a180-blaster Yellow Villains Spoiler Review + More!

The Good:

  • 4 damage sides, and some utility with the specials.

The Bad:

  • The most damage this card can deal is 2, and it costs three.
  • That disrupt side is terrible, and will almost always be rerolled.

Conclusion:
While this card may look good with 4 damage sides, I think it’s actually quite weak. Compare it to almost any other 3 cost card, and that card will be able to deal 3 damage (DL-44, IQA, Saber, etc.). This is actually quite a big deal for hero red because of ‘It’s a Trap’ plays, that make having even 1 side with a 3 that much better. The one strength it has going for it is that mill looks like it’s getting stronger, and thus you won’t be able to reroll in certain match ups. This makes having the 4 damage sides more valuable, as you don’t have to reroll the die as often.

Force Speed

055-force-speed Yellow Villains Spoiler Review + More!

The Good:

  • 0 cost.
  • 3 special sides, and it’s a strong special.

The Bad:

  • It’s special is strongest while you have 2 characters in the game.

Conclusion:
Stop freaking out about this card. While it’s good, and stupidly priced (it should cost 1), it’s not going to be game breaking. If anything, I’m happy that more action cheats are making it into the game, as it will allow non-action cheating characters to be more viable, as the natural action cheaters will no longer have a monopoly. The biggest weakness of this card is that ideally you want to place it on your weaker character, roll him out, then action cheat your stronger character. This means that the card will become significantly weaker after your first death. Note also that you have to roll out the die first, so your opponent will be expecting the play, and will be able to plan for it (by placing shields, removing the die, etc.). However, there is almost no reason to not play this card, with a 0 cost it has no drawbacks, and its sides are extremely useful.

Astromech

052-astromech Yellow Villains Spoiler Review + More!

The Good:

  • 2 focus sides, one of which has a value of 2.

The Bad:

  • 2 blanks and a special that will not be useful very often.

Conclusion:
I feel like this card is slightly underpowered as it has two blanks and a meh special. That being said, you should never underestimate the power of a double focus, and for that reason you may see this card played. Whether you are going to see this card in some crazy vehicle heavy support decks.. I have my doubts, it simply takes too long to get going. However, I will admit to being intrigued by the possibility of using this card in an ‘all in’ deck.

Arms Deal

081-arms-deal Yellow Villains Spoiler Review + More!

The Good:

  • Potentially 4 resources.

The Bad:

  • This card discards itself in addition to the weapons, thus you are trading rather inefficiently.

Conclusion:
How often are you going to both draw 2-3 weapons, this card, and not want to play any of the weapons? Since weapons are typically your most sought after card draw in early game, which is also when you really want to use this card, I struggle to see this being used well.

Bait And Switch

082-bait-and-switch Yellow Villains Spoiler Review + More!

The Good:

  • Ambush that involves die manipulation is always good, as it catches your opponent off-guard.

The Bad:

  •  Having to roll a resource side is quite restrictive.

Conclusion:
This looks to be a slightly more versatile version of Force Strike, as you aren’t restricted to melee damage and blue dice. However, it is much harder to play than Force Strike, as you have to roll a resource on a die that is worth manipulating. It’s also kind of tragic IG-88 can’t use this card. Ultimately I still think this is an auto include in any yellow villain deck, as the unseen play potential is too high (this type of play is especially valuable in ranged decks that roll lots of modifiers).

Friends In High Places

083-friends-in-high-places Yellow Villains Spoiler Review + More!

The Good:
* Play a card for free.

The Bad:
* Mill yourself 4 cards (the card itself and the 3 from the deck).
* Restrictive play condition.

Conclusion:
7 is not too difficult an amount to reach, so I think the card will definitely be useable. The question then is whether it’s worth playing, and I’d say yes, but only in specific decks, where that 3 card draw will hit something that you want to play. In any resource heavy deck running lots of expensive upgrades (like Crime Lord/Blackmail/Thermal, etc.), this event could be really strong. It’s also worth mentioning the potential for free events, such as a Reversal. However, events are usually timing oriented, so you can’t reliably use them with this card as you don’t know what you’ll draw, and whether it will be good for the situation. Upgrades on the other hand don’t really need to be played in a specific situation, so I feel that is where this card will be best used. Essentially I think this card will be useful for decks with expensive upgrades, and way too unreliable in any other deck.

Loose Ends

084-loose-ends Yellow Villains Spoiler Review + More!

The Good:

  • Mill from top of deck is something most decks are lacking right now, and this hits hard with 4 cards being discarded.
  • Ambush.

The Bad:

  • 2 cost, doesn’t mill the hand and thus doesn’t restrict your opponents turn.
  • Need to roll ranged.

Conclusion:
This card could be an auto-include in villain mill decks, as it will speed up your mill significantly. Right now the weakness of mill decks is they simply can’t mill fast enough, as they can (at most) mill 5 cards per turn, leaving the earliest victory at the start of turn 7, and only if you perfectly discard 5 every turn. Usually you won’t be perfect and will mill them out turn 7/8/9, if you use this card twice, it reduces that by almost 2 turns. The biggest concern I have is that 2 resources for a non-board state affecting card might make it difficult to use. If you only have 2 resources, you need to spend those on control cards, or your opponent will kill you. Thus, in order to use this card, you need to generate lots of resources. However, this seems to fit the Crime-Lord archetype quite well, so I have high hopes.

Decisive Blow

127-decisive-blow Yellow Villains Spoiler Review + More!

The Good:

  • Removing 5 dice seems good.

The Bad:

  • 3 resources.
  • Need to have a melee side to resolve.

Conclusion:
This card seems to be the blue version of Reversal. It is potentially incredibly strong, but costs 3 resources. While sometimes Reversal is underwhelming when you use it on a 1 or 2 damage die, this will be underwhelming when you hit a character with a low number of dice, weak dice, or who has simply already resolved some dice. Both also have play restrictions, reversal needs to spot yellow, while this needs a melee side to resolve. Similarly to Reversal, I think this card won’t see a lot of play at first, but as decks become refined enough to use it well, it is going to become insanely strong.

New Orders

127-New-Orders Yellow Villains Spoiler Review + More!

The Good:

  • You get to use the claim effect when you play it.
  • Strong if your deck benefits a large amount from it’s battlefield.

The Bad:

  • 2 cost, need a claim effect that’s worthwhile.

Conclusion:
If this card didn’t say that you can use the claim effect immediately, I’d say it’s just meh. Paying 2 resources while not affecting board state feels way too weak. However, with the ability to immediately use the claim, I think the card is definitely viable in any battlefield reliant deck. Decks that abuse a battlefield are the decks that want this card, and since they are built to abuse the claim effect, being able to use it with the card is likely going to be a strong enough effect to not simply ‘lose’ the turn on which you play it. The biggest drawback of the card is that if you actually got the battlefield you want, you probably will never want to play it. No sane player is going to swap out Emperor’s Throne Room in a Poe deck to use the opponent’s claim effect, and then be stuck with it the rest of the game. Thus, I see this card as being strong enough to see play, but only in niche decks, and even then it will be useless if you get your own battlefield. Note that this could be used as a counter to decks that rely on battlefields… But I don’t think the effect would be consistent enough to justify playing for such a reason.

Fast Hands

150-Fast-Hands Yellow Villains Spoiler Review + More!

The Good:

  • 0 cost.
  • Action cheat every time you roll.

The Bad:

  • Need to roll a side you want to resolve, or it does nothing.
  • Takes up an upgrade slot.

Conclusion:
Similar to Force Speed, I see this card as helping to balance out Rey/Jango/etc. by breaking up their monopoly on action cheats. However, once again they gave the card 0 cost, making the card have almost no downsides, and thus an auto include in almost any yellow deck. It’s worth noting that only being able to resolve 1 side means it’s much more useful for sides that typically don’t have modifiers (mill/disrupt/specials), and a bit worse for sides that have modifiers (damage, if you cheat your black side you can’t resolve modifiers with it). Anyway, great card with no drawbacks.. It’s going to be very strong.

Ewok Village

154-ewok-village Yellow Villains Spoiler Review + More!

The Good:

  • It won’t hurt you if you don’t have shields, and will hard counter certain decks (Han Rey).

The Bad:

  • Not going to help you very often if you actually want a useful claim effect.

Conclusion:
This could end up seeing a lot of play if shields continue to be popular, if you don’t want to use shields then you can use this to hard counter several decks. It can also be used as the ultimate benign battlefield if you’re playing a slow deck, as you can make the choice to not run shield cards, and just let your opponent claim all he wants without paying for it in claim effects.

That’s it for this round of spoiler reviews, we’ll be back with more next week. Thanks for reading, and let us know what you think in the comments!