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Traitor's ability is fantastic. It's a non-action cheating way to make sure the dice you rolled on him don't get mitigated. On top of that, he fuels cards like He Doesn't Like You and any future removal or cost effect that requires both players have a die on the board. I think he's far superior for combo ideas to Guavian and Raider.

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I’d be interested to see how the traitor works with Old Phasma to replace the Guavian. I’m not sure the dice would be an improvement, but the ability could be really nice in certain circumstances. It’s something definitely to try and see how it goes. 

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Traitor's ability is very good. None of the reviews really pointed out the potential of just stacking a ton of guns on him and the opponent basically can't do anything to stop him shooting them in the face, on top of any other tricks. But yeah, his dice kind of sucks at this stage - if we get some cheap 'indirect guns' I think he's pretty good (especially if we get anything with Redeploy).

Vandalize and No Cheating are both counter cards. Both are good enough to see played in the right meta.

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No Cheating is a lot like Rend. A good really hard counter to a situation that is just too specific for it to see much play. Just too many other cards that have broader effects to fill those deck slots.

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I don't know of too many decks that wouldn't have ambush, so a zero cost for 1 damage play not great, but you should be able to see that damage almost every game.

You just have to be careful of cards like "hit and run" that only have the ambush action, though it looks like 2 additional actions were made.

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Remember when Kanan was spoiled most people were "meh" and now he is a top player. I don't think Traitor is that good but is definately being grossly underrated at the moment. You could have two with Seventh Sister and load them up and have unmitigated holocrons, mindprobes, and force throws. And that's just one idea.

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I might try Rebel Traitor with Dark Advisor and elite Doctor Aphra.  But then again, maybe double-Dark Advisor is the way to go there, for more card draw.

Edit:  On the third hand, maybe I run Dark Advisor x2, Rebel Traitor and a Battle Droid to get all sorts of indirect damage and all three colors.

Edited by GooeyChewie
Adding another idea

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Traitor is definitely interesting. He doesnt specify what character but thats not needed since he could royally mess with upgrades, guardian, or various "activated" abilities.

Imagine how salty your opponent would be if he planned to play 1-2 upgrades before activating this character but he needed to roll out another character for whatever reason.

Also, "No Cheating" is hilarious. The amount of times i have lost due to action-cheating stacks when i needed to poke like 1-2 more damage is ridiculous.

Edited by Vineheart01

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So, when do triple traitors become a problem? Activate each in turn and resolve disrupts before your opponent ever has a chance to play an upgrade or event. If they can get the disrupt consistent then they become the next NPE deck. Don't know if it'll happen, but it's something to watch.

I really dislike this design space of limiting which action an opponent can take.

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24 minutes ago, gokubb said:

So, when do triple traitors become a problem? Activate each in turn and resolve disrupts before your opponent ever has a chance to play an upgrade or event. If they can get the disrupt consistent then they become the next NPE deck. Don't know if it'll happen, but it's something to watch.

I really dislike this design space of limiting which action an opponent can take.

My gut says the low odds of getting enough Disrupt on a consistent basis will render this deck ineffective.  But, I always like to try things which seem ineffective!

If you do go triple traitor, don’t forget to also add a Battle Droid with your spare 6 points.  Or perhaps substitute Nute Gunray for one of the traitors (still taking a 3-point plot) so you don’t need to roll as much disrupt (though three-character decks then could then prove problematic).

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8 minutes ago, GooeyChewie said:

My gut says the low odds of getting enough Disrupt on a consistent basis will render this deck ineffective.  But, I always like to try things which seem ineffective!

If you do go triple traitor, don’t forget to also add a Battle Droid with your spare 6 points.  Or perhaps substitute Nute Gunray for one of the traitors (still taking a 3-point plot) so you don’t need to roll as much disrupt (though three-character decks then could then prove problematic).

well the thing is you'd have 3 opportunities for that disrupt, more if you have certain upgrades.

Unless they activate a character that lets them activate something else to get free actions somehow, they have no way of playing cards for 3 turns. Unless they had a stack of resources, even 1 disrupt is enough to piss their upgrade play off.

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Ah, I misunderstood.  I thought you sought 2 Disrupt, and the dice only give a 7.41% chance of such a result.  On three dice your odds of hitting at least one Disrupt jump to 43.13%.  Still, I think you may find yourself better off with Nute and two Rebel Traitors, forcing your opponent to preemptively give up a resource or constantly bleed cards.

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8 minutes ago, GooeyChewie said:

Ah, I misunderstood.  I thought you sought 2 Disrupt, and the dice only give a 7.41% chance of such a result.  On three dice your odds of hitting at least one Disrupt jump to 43.13%.  Still, I think you may find yourself better off with Nute and two Rebel Traitors, forcing your opponent to preemptively give up a resource or constantly bleed cards.

Can you share Nute? Too much previews lol

 

I do agree 2 traitors would be enough. You activate 2( most of the time all their characters) and make sure they wont have upgrade that turn 

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2 hours ago, Stu35 said:

Nute? You mean Vaders +8 health card?

Why would you want to pair him with any of the Vaders?  Unless there’s some reference I’m missing that isn’t gameplay related 

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2 hours ago, RJM said:

Why would you want to pair him with any of the Vaders?  Unless there’s some reference I’m missing that isn’t gameplay related 

You either start each round with one resource, top deck cards or you kill Nute. He is 8pts for 8 more health points to any character say around 20-22pts. Killer in mill decks for sure but he creates enough problems that need to be addressed in other decks as well. You can ignore him and go for Vader at the cost of 3 cards per turn. Is that really a problem? Maybe not but his die with the disrupt, focus and resource is far from useless. Something to keep in mind, there are many many good cards to be played and everyone's deck has good cards in it. They will be top decking cards they want to play. Add that to a disrupt or a focus to a 3X, a Best Defense and Nute can draw some attention. 

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