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BakaMatt

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  1. Sadly for people owning the conversion kit, that's pretty unlikely.... Because they WANT you to buy the newer versions. But to be fair on that topic: the monsters have been gotten rebalanced in the H&M packs, because of feedback and new added rules (from expansions and so on). So from their viewpoint out, why would they allow the use of "game breaking /inbalanced stuff" if they gave you the oppertunity to get the "better" ones? (IMHO that's kinda their standpoint on that topic?) Why would they give us the opportunity? Maybe in good will because some of us owned the entire 1st edition run before they introduced 2nd edition AND paid for the conversion kit on top of it? I was thrilled about the Road to Legend app, but less so if I can't use the ton of stuff I invested in years ago with original descent.
  2. Even if you solve the persona issue (Decipher's game ignored it by simply never printing an actual "Anakin" character card -- only his podracer), it's still jarring having characters and vehicles from such drastically different time periods in play together. Not to mention faction bloat when you start bringing in the Republic, CIS and so on.
  3. That definitely brings a huge boost to Navy fighter decks who normally are best off ignoring the force struggle altogether. Being able to double duty pilots in order to both damage objectives and still help out with the force is amazing. I'm excited for this cycle and how it will likely shift the rebel/navy vehicle scene much like Echoes did for Jedi.
  4. Another good listen, keep them coming! One possible correction: 181st TIE Interceptor is worded in such a way that it should count its pilot enhancement for the force struggle, regardless of whether it is committed or ready.
  5. Always great to listen to the perspective of two casual gamers. Hoping you do manage to get another one out before the close of the year. As long as Palpatine exists, I think the Core Set will be relevant. That objective set has featured heavily since the game's inception and was in every single deck in the top 16 at worlds. Here on the forums, Mick Cipra commented that testing multiple dark side decks leading to worlds was more difficult than the light side because he wanted to include Palpatine in every one. Heh, I also see the Thrawn topic is still alive and well. We'll have to wait and see, but I still think he's more solid than you guys are giving him credit. Yes, calling him the next Palpatine is overwrought, but I don't think he deserves to be hailed as a disappointment, either. The truth probably lies somewhere between the two extremes. While it would be nice to see an extra force pip, combat icon, or even without the limit of once per turn on his action, the versatility is the key here. One of the things brought up was that you guys were disappointed he wasn't more tactical - but I think he already is. He *can* just sit back and wait for his opportune moment - just being on the board can mess up your opponent's combat math in every engagement he is ready without having to be a participant. Thrawn's action can hit at any time - after an edge battle, between strikes, before the force struggle, between engagements. Seeds of Decay is an excellent, excellent fate card that can completely swing engagements. Thrawn is Seeds on a stick. While you can't Chain of Command the same turn you use his action, it does allow you to use Thrawn's action on your turn and then Chain during your opponent's turn with a dormant looking focused Thrawn suddenly popping out as a nasty surprise from nowhere. I think Thrawn is a great strategic skill testing card. The light side can't ignore him, but he can do his work without entering any engagements, which also makes him hard to touch. Throw in two protect Noghri per set and he gets even harder to deal with. With the fudging he can do on demand at any time it really can throw a wrench into the LS player's planning. That he pairs well with other officers like Tarkin, Motti, Piett or Starck is gravy and should open up a lot of new options for Navy. And helll, without even going into the extreme hyperbole of Thrawn being the next Palpatine, just imagine having both on table alongside each other. The absolute control over board state is frightening. Against a heavy shielding strategy it may fall flat, but most tactics damage does under those circumstances. He can at least ping off the shield to set up your strike in those cases. As David brought up, this set won't be seeing play for a long time from now, so the meta will shift and who knows where shields will shake out. Was I following correctly at the end in you guys finally spilling the beans as to what TCG stands for in your podcast? Great job as always and looking forward to your next one!
  6. It took them a little re-reading, but they figured out Chain of Command after a bit. The misinterpretation seemed to lie with them reading "target up to two different" incorrectly as "target two different". This pod is no doubt amazing in 2v2, but there isn't any real chaff (you could argue the objective or Fate card as chaff, but they aren't terrible) for a solo player, either.
  7. Was surprised to hear you guys were down on Thrawn's set after seeing almost universal praise elsewhere, to the point where many are dubbing him the "Imperial Palpatine". I guess we have a long haul to see where he shakes out in the future meta, but I think Thrawn's insane flexibility will make him a force to reckon with and he will see a lot of play as a result. Having two protectors bundled in the set is also nothing to overlook. As always, though, you guys are a fun listen - keep up the great work, and congrats on the upcoming bundle of joy!
  8. If I'm recalling correctly, you will be able to just barely make four full decks out of the core + Balance (7 objective sets in Core + 1 objective set in Balance + 2 neutrals). You could also play four player with just the smaller starter decks outlined in the rulebook of Core and get the 2v2 rules somewhere else. If you decide to run the Challenge decks (the 3v1 format in Balance of the Force), though, I'd expect the solo challenge decks to curb stomp the basic players.
  9. If I reveal Superior Numbers and my opponent reveals The False Report, I assume that I get to choose to trigger my reaction first and then my opponent? So I search out a Fighter, put it into play and then they bounce it to my hand?
  10. This looks fun to pair up with Admiral's Assault. Admiral Piett + Chain of Command + Noghri.
  11. It's a swarm style deck that happens to be a great counter to the heavy Sith control style. While I don't have any personal experience against it, my gut says a fast Navy would have a decent shot at racing it. Sith has tools to help against it, but some (Force Shockwave and Force Storm) are expensive plays and most are prone to the counters available in Ferus and Threepio. Oddly enough, even though many worlds decks were running Tatooine Crash, I don't think I heard of any Utinnis capturing Asteroid Base, which seems like it would disrupt a key part of the combo.The upcoming Flamethrower in BtS would maybe be a helpful bullet addition as well.
  12. That was also my one thought - many of the Core/Deluxe pods have seen nearly constant play since release (Palpatine, Vader, Counsel, Luke, Han, Falcon, Chewie, Motti, etc). Does this mean that Sith Control is always going to be the default DS go-to deck in any rotation? Are we always going to see Sleuths sprinkle into the meta? Granted, it's sooooo far into the future that it is too late to draw any conclusions, but we run the risk that enough Core/Deluxe sets get released that the cycling force packs add little but flavor to the meat and potatoes of the static expansions.
  13. This shouldn't be a huge concern in casual groups. If someone insists on bringing something inherently broken to the table consistently, the group will either decide to forbid/house rule it or just stop playing with said person. The same thing happens in casual Magic formats like Commander/EDH - there is some very unfun and broken things that can be done in that format, but there are usually "gentleman agreements" about not being a ****. If it's unintentional, it'll likely be something enjoyed or laughed off once and then put away and becoming a story. If we're talking about the "offficial" casual level with an actual Legacy style format, any hugely problematic pod combinations can be restricted ala Freeholders/Dash as they are found, just as Magic has a restricted/banned list in their eternal formats.
  14. The most important thing to take away from this - FFG has a long term plan for the game of at least four years out from here, so can the doomsaying subsection of the community cease with the constant "predictions" that the game is dying off or to be discontinued now? Quoting directly from the article - "Star Wars™: The Card Game has quickly grown to become FFG’s second largest LCG." For the complaints about rotation, it's going to be needed down the line, if only to stave off any incredibly high buy-in for new players. Your existing packs aren't going anywhere and FFG isn't going to be sending officials to your homes to confiscate them. And nothing stops players from continuing to use them after they rotate (or FFG even drawing up an Eternal format some time in the future where everything goes). Food for thought: 1) It's going to take four years at the very least before our first two cycles (Hoth and Echoes of the Force) rotate out. By the time the third and fourth packs cycle out, it'll be between 1-2 more years. That makes cards legal in the rotating format four roughly 4-5 years (FFG said at least 3-4 years, but we can almost guarantee delays of a cumulative year unless they tighten up more than they have over the last two years). Magic, by contrast (since it was brought up), has been rotating things from standard every two years. They've actually recently announced that they are going to shrink their blocks and eliminate Core Sets, tightening their rotation schedule by six months. In a rotating cycle, four years is a good length of time. 2) There's a claim that there will be a reduced barrier for entry. This is both true and false. Before rotation, we'll have seven legal cycles of force packs, presenting (7x6x15) $630USD MSRP to have a complete set. When the first pack of the eighth cycle hits, it will knock out 12 packs, so you could argue buy-in drops by (11x15) $165. Therefore the cheapest buy-in point from there forward will be $465 in cycle packs. Except for the big monkey-wrench in works - the Core and Deluxe expansions don't rotate. Unless they cease releasing those (which I doubt), the cost barrier is still going to climb over time. Not as fast as it would with the cycles in the mix, but it's still going to be a deterrent to new players who decide to take an everything-or-nothing approach. Bottom line: I don't think the argument that cycles will lower the cost of entry holds water. On a more aggressive cycling time-table like Magic's I agree it would be more enticing for late joiners, but I don't think FFG's cycle plan does enough for that segment.
  15. With 1x Core and the first five Hoth packs, I'd try this: Smugglers and Spies 2x Attack Pattern Delta 2x Hoth Operations 2x Preparation for Battle 2x Prepare for Evacuation 1x Sensors are Placed 1x The Defense of Yavin 4 Dark side's a little trickier, since in that era of cards, Sith Control was dominate, but it really relies on having two Core Sets for consistency. There was a Hoth-based sith control deck I believe had a showing at worlds. It's hurt without Executor, but worth a try. Imperial Navy 1x Fall of the Jedi 2x The General's Imperative 1x Sabotage in the Snow 1x Shadows on the Ice 1x The Emperor's Web 2x The Killing Cold 2x vader's Fist
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