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#181 See Threebilbo

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Posted 30 May 2014 - 09:49 AM

I really like that set!  The only change I would consider making is maybe giving the Shuttle a unit damage instead of the black tactics, but that's only because it's hard for me to imagine a ship without lasers.  Maybe swap out the black tactics for the unit?  But I also like the card as is, so I'm really just rambling.

 

I love the objective ability and its great combo with Palpatine in the Core Set.


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#182 MarthWMaster

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Posted 30 May 2014 - 02:57 PM

I considered unit damage, but in the end I went with tactics because of the strength of that icon type to compensate for the vehicles' limited interaction with other Sith units, and because thematically the power of the shuttle lies in its human cargo. Also, in the lore, Lambda shuttles tend to serve more as command vessels than as gunships, with their heavy armament being used primarily for defense against ambush and the like.

#183 See Threebilbo

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Posted 30 May 2014 - 08:05 PM

That makes sense!  Like I said, I thought it was fine as is and was just wondering.  Cool, cool.

 

I think I'm going to try my hand at a set soon.  Been talking about Lak Sivrak, and I think I'd like to make a Rebel set with him and Dice Ibegeon in it.  We'll see.


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#184 Galak Fyyar

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Posted 02 June 2014 - 03:31 AM

•Palpatine's Shuttle - Unit (Sith)
Cost: 4
Force icons: 2
Capacity: 2
Combat icons: B T [T]
Vehicle. Transport.
Shielding.
MWM7 - 2/6

 

palpshut_zps529e1da9.png

 

;) Enjoy! 


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#185 See Threebilbo

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Posted 02 June 2014 - 09:17 AM

Yay, you're back!



#186 Sorthlador

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Posted 02 June 2014 - 07:00 PM

That shuttle is a real card, balanced and good. Feel like it would deserve some fun other cards in it's set. 


- "So Say We All" 


#187 chunkygorillas

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Posted 02 June 2014 - 07:40 PM

Do you think giving that shuttle elite would make it overpowered? I think I would definitely play it if it had elite

Awesome card regardless though, I hope to see some more.

#188 DarkFather

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Posted 02 June 2014 - 09:44 PM

My dream cards would have to be ones that get here at least days after release, instead of months after.... Miniatures can make it across the pond in time for releases, why the hell can't cards?!


8x TIE/ln, 4x TIE/adv, 7x TIE/int, 4x TIE/Bomber, 3x Firespray, 3x Shuttle, 7x X-wing, 4x Y-wing, 3x A-wing, 3x B-wing, 3x YT-1300, 1x GR-75, 1x CR-90.


#189 MarthWMaster

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Posted 03 June 2014 - 08:30 AM

That shuttle is a real card, balanced and good. Feel like it would deserve some fun other cards in it's set.

The rest of the set is on the previous page (only the shuttle has received Galak's mock-up treatment, however).

Edited by MarthWMaster, 03 June 2014 - 08:42 AM.


#190 See Threebilbo

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Posted 04 June 2014 - 12:08 PM

Let me see if I can give this a try:

1 of 6

Outer Rim Recruitment Drive

Rebel Alliance Affiliation

1 Resource

5 Damage Capacity

Reaction: When this objective enters play, search the top five cards of your command deck for a [Rebel] unit and put it into your hand.

 

2 of 6

*Dice Ibegeon

[Rebel Alliance Affiliation]

Cost 3

2 Force Icons

Character.  Force Sensitive.

2 Damage Capacity

T B

Elite.

While Lak Sivrak is in play, this unit gains T [B].

 

3 of 6

*Lak Sivrak

[Rebel Affiliation]

Cost 4

2 Force Icons

Character. Scout.

3 Damage Capacity

U B [T]

Edge [1]

While Dice Ibegeon is in play, this unit gains Protect [Character].

 

4 of 6

Selfless Courage

Event

[Neutral]

Cost 2

2 Edge Icons

Interrupt: When a friendly unit would be destroyed during an engagement, you may put a unit into play from your hand.  If the unit that would be destroyed would have been destroyed by damage, the new unit receives that damage.

 

5 of 6

Covering Fire

 

6 of 6

Twist of Fate

 

 

I hope this isn't too overpowered.  I tried to get in several aspects of Dice's and Lak's story.  I am wondering if maybe an X-Wing and a Heroic Sacrifice could be there instead of the cards 4 and 5 that I listed.

 

For the characters, I wanted something that would express their romantic relationship.  Lak was pretty easy: I took the Shistavanen Wolfman and beefed it up a little bit (I like that card's icons and stats; it suits the species really well).  Since he was an Imperial Scout, I added the edge tactics in, too.  To keep him from being OP, I would be willing to give him one less capacity and/or Force Icon.  Dice was a neat character in the story, and I wanted to give her more 'cerebral' icons.

 

I wanted to get in more of the story with the event I made up.  It is a powerful effect, but that's why I made it cost two for an interrupt.

 

Covering Fire seems like a preexisting card that works well in the set and the story, a little bit.  Like I said, this one and the event could be replaced by an X-Wing and a Heroic Sacrifice.

 

Twist is Twist.  Um, if their being revived as Force ghosts counts as a twist.  Eh.

 

 

So yeah, that's it.  It was fun to think up.  I've never done this before.  It was hard, and again I hope it's not too strong.  I put my emphasis on telling the story and the flavor of the set/characters.  That's what I like best about the game and how it makes each set feel cohesive and organic, while fitting in an aspect of the universe.


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#191 MarthWMaster

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Posted 25 June 2014 - 01:56 PM

Double post

Edited by MarthWMaster, 25 June 2014 - 05:32 PM.


#192 MarthWMaster

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Posted 25 June 2014 - 05:48 PM

I'd say that's what I like most about the objective sets, too. Which is why I'd prefer to see an absolute end to the sets that feature moments from vastly different periods of the saga (e.g. Last Defense of Hoth), or reference interactions that can't occur via the card's game (e.g. Heroic Sacrifice being unable to blow up a damaged Executor). The game has been said to be taking a vague approach to continuity, and that's fine, but as a Nedly (Lukey?) player I'd still like the opportunity to build decks that do not in themselves defy continuity. So I'm trying my best to avoid that.

It can be tricky to build sets featuring more than one unique unit, though it makes sense given how you'd never like to see one of these characters without the other. I really like what they did in Kyle Katarn's case, in the way the cards themselves interact with there being duplicates. I also think it would have been hilarious if they had given his two cards different game text and artwork, with one being a Force User and the other being a Mercenary. Not only would this highlight the character's transformation over the years, it would also be a not-so-subtle nod to his indecisiveness from game to game over whether he wants to be a Jedi or not. :P

Forces of Corruption - Objective (Scum and Villainy)
Resource: 2
Capacity: 5
Ryloth.
Scum and Villainy affiliation only.
Reaction: After an opponent generates resources from a non-objective card, remove 1 focus token from an objective you control.
MWM8 - 1/6

•Tyber Zann - Unit (Scum and Villainy)
Cost: 4
Force icons: 3
Capacity: 3
Combat icons: B U [U]
Character. Zann Consortium.
Elite.
Action: Focus this unit to reveal a captured card. If that card is a non-unique unit, you may put it into play under a friendly player's control.
MWM8 - 2/6

Defiler - Unit (Neutral)
Cost: 2
Force icons: 1
Capacity: 2
Combat icons: U
Character. Zann Consortium.
Reaction: After this unit is focused to strike, place a focus token on the defending objective, or remove a focus token from it.
Defilers were the undercover agents of the Zann Consortium, dispatched to various worlds in order to sow corruption.
MWM8 - 3/6

Defiler - Unit (Neutral)
MWM8 - 4/6

Consortium Infiltration - Enhancement (Scum and Villainy)
Cost: 1
Force icons: 2
Enhance an enemy objective.
Reaction: After enhanced objective generates resources, deal 1 damage to it.
MWM8 - 5/6

Consortium Infiltration- Enhancement (Scum and Villainy)
MWM8 - 6/6


Edited by MarthWMaster, 27 June 2014 - 02:12 PM.


#193 See Threebilbo

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Posted 25 June 2014 - 08:47 PM

I like that!  I also like how Infiltration works in a way similar to Stolen Plans but is, like, a kazillion times better.

 

I'm not so good with my EU, so I'll have to Wiki that guy, but I do like the set.  x3



#194 MarthWMaster

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Posted 27 June 2014 - 03:21 PM

While it's not the first time I've tried making a non-Classic-era objective set, the task still poses a challenge. I would like each card to feel as timeline-neutral as possible, to remain in keeping with the tone of the existing game. Again, I want the whole objective set to be coherent with itself in respect to the timeline, while at the same time not being so tied to the latter that it disrupts the same neutral approach to continuity. I deliberately avoided references to the Republic outside of flavor text, making it a set that is strictly about Dooku as a character. (And there's also the canon revision to consider, but given our outsider perspective of the situation, I decided to ignore it in favor of avoiding headaches. The origins of Dooku's title of Count are currently "Legends" material, but are still fair game for now as far as I'm concerned.)

 

Sith Treachery - Objective (Sith)

Resource: 1

Capacity: 5
Action: Focus this objective to remove a unit from the Force and commit a different unit controlled by the same player to the Force, if able.
"I have good news for you, my lord. War has begun." - Count Dooku, Attack of the Clones

MWM9 - 1/6

 

Count Dooku - Character (Sith)
Cost: 5
Force icons: 4

Combat icons: U T

Capacity: 4

Character. Force User.

Elite.
This unit gains B for each opposing unit committed to the Force.
Heir to a noble family and a vast fortune, Dooku was also a respected member of the Jedi Order. His fall to the dark side sent tremors through his former peers, influencing many to follow in his path.

MWM9 - 2/6

 

MagnaGuard Escort - Unit (Neutral)
Cost: 2
Force icons: 2
Combat icons: B

Capacity: 2
Droid.
Protect Character.

MWM9 - 3/6

 

Dooku's Lightsaber - Enhancement (Sith)
Cost: 1
Force icons: 2
Enhance a Force User or Force Sensitive unit.
Enhanced unit gains [U].
If enhanced unit is Count Dooku, he also gains shielding.

MWM9 - 4/6

 

Doubt - Enhancement (Sith)
Cost: X
Force icons: 1
Condition.
Enhance an enemy Character unit committed to the Force.
During the Force struggle, enhanced unit loses X Force icons.
"I'm not the Jedi I should be. I want more. And I know I shouldn't." - Anakin Skywalker, Revenge of the Sith
MWM9 - 5/6

Echoes of the Force - Fate (Neutral)
MWM9 - 6/6



#195 See Threebilbo

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Posted 28 June 2014 - 09:59 PM

That's very interesting.  I love the Lightsaber and enhancement especially.


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#196 WookieeRoar

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Posted 08 July 2014 - 04:23 PM

Okay ... My first try at a complete pod that hopefully is a little coherent, not too overpowered and follows EU lore:

 

WR1 1/6    Mutiny on the Rand Ecliptic   Objective    Rebel
Limit One per Deck

1 R / 5 HP

Action: Focus this objective with X focus tokens to take control of target Trooper or Pilot unit where X is the cost of this unit.
Forced Reaction: If this objective leaves play, all Dark Side units you control return to their owner's hand.

WR1 2/6    Biggs Darklighter (Unique)                Unit        Rebel
Cost: 2    Strength: 2        Force Icons: 2
[B][T]
Character. Pilot.
You may play this unit as an enhancement on a friendly vehicle unit with Damage Capacity 3 or less with the text:
Enhanced Unit gains Protect Vehicle and +1 Damage Capacity.

WR1 3/6    Derek "Hobbie" Klivian (Unique)            Unit        Rebel
Cost: 3    Strength: 2        Force Icons: 1
U U
Character. Pilot.
You may play this unit as an enhancement on a vehicle unit with cost 3 or less with the text:
Reaction: After you refresh, take control of enhanced vehicle.
"Two Fighters against a Star Destroyer?"

WR1 4/6    Red Squadron Fighter                    Unit        Neutral
Cost: 2    Strength: 2        Force Icons: 1
U [B]
Vehicle. Fighter.

WR1 5/6 YAAHOOOOOO!                            Event        Rebel
Cost: 2        Force Icons: 1
Interrupt: Target friendly player takes control of a Light Side unit currently not under his control.
"You're all clear kid! Now let's blow this thing and go home!" - Han Solo

6/6    Heat of Battle


Edited by WookieeRoar, 08 July 2014 - 04:26 PM.

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#197 WookieeRoar

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Posted 11 July 2014 - 01:42 PM

Now a try at a Jedi Pod. I built this mostly around Chief Tarfful because ... Wookiees!

Also wanted to make a pod around the prequests that should work in the "OT" setting of the current LCG flavour.

 

 

WR2 1/6    A Spark Remains            Objective    Jedi
Resource: 1        Damage Capacity: 5
Dagobah.
This objective contributes 1 Force Icon to your side for each other undamaged [Jedi] objective you control.


WR2 2/6    Chief Tarfful (Unique)        Unit        Jedi
Cost: 3    Damage Capacity: 4    Force Icons: 2
U U B      Character. Wookiee. Leader.
Protect Force User.
When this unit participates in an engagement, treat all combat icons of all participating units as edge-independent.


WR2 3/6    Jedi Sympathiser            Unit        Neutral
Cost: 2    Damage Capacity: 2    Force Icons: 1
T             Character. Civilian.
Reaction: After you Refresh, remove one focus token from a [Jedi] card you control.


WR2 4/6    Voluntary Exile            Enhancement    Jedi
Cost: 2    Force Icons: 3
Condition. Dagobah.
When you play this card, search your deck for a Force Sensitive or Force User Unit and put it into play with this Enhancement on it and place 3 Focus tokens on enhanced unit. Place 4 focus tokens if the Force is with the Dark Side.
During your Refresh Phase you cannot remove focus tokens from Enhanced Unit.
Reaction: After you Refresh, remove one focus token from Enhanced unit for each Dagobah card you control.


WR2 5/6    Escape the Ambush        Event        Jedi
Cost: 0    Force Icons: 1
Force. Sense.
Reaction: After you have lost an Edge Battle, you may strike first in this engagement.


WR2 6/6    Seeds of Decay            Fate

 

 

Thoughts? Comments? Suggestions?



#198 GroggyGolem

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Posted 11 July 2014 - 10:36 PM

We need one like Rahn's Guidance but for Scum.


Rebels: 3 X-Wing, 1 Y-Wing, 1 A-Wing, 1 B-Wing, 1 YT-1300

Imperials: 5 TIE/LN, 1 TIE/ADV, 1 TIE/IN, 1 Firespray-31


#199 MarthWMaster

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Posted 12 July 2014 - 10:43 PM

WR2 5/6 Escape the Ambush Event Jedi
Cost: 0 Force Icons: 1
Force. Sense.
Reaction: After you have lost an Edge Battle, you may strike first in this engagement.

Thoughts? Comments? Suggestions?

I feel as though this card should cost at least 2. It's an incredibly powerful ability that could change the course of a whole game when played at the right time. I would also say it could use a different name. Flavorwise, it should sound more aggressive, because it does not represent an instance of the heroes running away (which is usually how one survives an ambush). It's about scoring an immediate advantage. All this said, I do like the challenge this card poses to the game's present insistent focus on edge dominance, and its existence could certainly shake up the environment.

We need one like Rahn's Guidance but for Scum.

Why, sure we do!

Masks of Hate - Objective (Scum and Villainy)
Resource: 1
Capacity: 5
Uba.
Reaction: After you destroy or capture an enemy unit from play, remove 1 damage token from one of your Scum and Villainy units.
Ever since the Republic's bombing of their home system millennia ago, the Ubese have been deeply distrustful of other species. Their resentment has become a potent tool of the dark side.
MWM10 - 1/6

•Savax - Unit (Scum and Villainy)
Cost: 3
Force icons: 3
Combat icons: [U] T
Capacity: 2
Character. Mercenary.
Action: Target an enemy unit. If the targeted unit participates in an engagement this phase, capture it at the end of the engagement.
MWM10 - 2/6

Ubese Assassin - Unit (Neutral)
Cost: 2
Force icons: 2
Combat icons: [U] [U]
Capacity: 2
Character. Mercenary.
Targeted Strike.
This unit's Targeted Strike ability may only target enemy Force User or Force Sensitive units.
Fueled by their undying hatred toward the Jedi, many Ubese served in the Empire's death squads in the later years of the Jedi Purge.
MWM10 - 3/6

Ubese Assassin - Unit (Neutral)
MWM10 - 4/6

Menace to Uba - Enhancement (Scum and Villainy)
Cost: 1
Force icons: 0
Condition. Bounty.
Enhance an enemy unit.
This enhancement costs 0 when played on an enemy Force User or Force Sensitive unit.
While enhanced unit is participating in an engagement, each of your participating units' combat icons become normal combat icons.
MWM10 - 5/6

Looking for Trouble - Event (Scum and Villainy)
Cost: 0
Force icons: 1
Action: Search the top 5 cards of your deck for a Scum and Villainy unit or enhancement, reveal it, and add it to your hand. Return the other cards to the bottom of your deck in any order.
MWM10 - 6/6

Edited by MarthWMaster, 12 July 2014 - 11:15 PM.


#200 WookieeRoar

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Posted 13 July 2014 - 05:53 AM

 

WR2 5/6 Escape the Ambush Event Jedi
Cost: 0 Force Icons: 1
Force. Sense.
Reaction: After you have lost an Edge Battle, you may strike first in this engagement.

Thoughts? Comments? Suggestions?

I feel as though this card should cost at least 2. It's an incredibly powerful ability that could change the course of a whole game when played at the right time. I would also say it could use a different name. Flavorwise, it should sound more aggressive, because it does not represent an instance of the heroes running away (which is usually how one survives an ambush). It's about scoring an immediate advantage. All this said, I do like the challenge this card poses to the game's present insistent focus on edge dominance, and its existence could certainly shake up the environment.

 

I was indeed a little uncertain about the cost. A good "surprise" card shouldn't cost too much (like "reversal of fate") because if you keep too many resources ready, your opponent can be pretty sure you've got a trick up your sleeve (Ackbar after an Edge battle win, e.g.)

 

That said, a cost of 2 will force you to keep 2 or 3 resources ready which might be enough to make your opponent think you want to drop Ackbar and will thus go all-out to win the Edge battle ... hmmm ...

 

It shouldn't be too expensive either because you still lost the Edge Battle, which means that (unless Tarfful is also in the engagement) only your black combat icons will count for your strike.

 

 

As for the title ... I was going with the scene of Yoda who avoided the Clone Troopers at the Battle of Kashhyyk, where his Force Sense made it possible for him to escape their ambush/betrayal and strike before they could.

 

The idea was to evoke the flavor of the DS ambush failing because the Jedi have the Force to help them sense the attack coming before it really does and thus be anything but defenseless. I first went with the name "Failed Ambush", but thought that would suggest it was the LS ambush that failed.

 

How's about "Turn the Tables"?

 

 

I like the flavor and interplay of your "Ubese" pod.

I don't recognise the lore behind it (I dropped off of the EU lore in the mid-naughties due to other financial priorities and am slowly catching up now) but it feels right. A reasonably useful pod for normal play ... but becomes more powerful when your opponent plays Jedi.

 

Interesting idea as well to make the strength of your pod depend on your opponent's play, not the other pods in your deck.






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