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Admiral Piett
Submitted
fram
, Jul 29 2014 09:55 PM | Last updated Jul 29 2014 09:55 PM
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♦ Admiral PiettType: Unit Cost: 5 Force Icons: 2 Icons: 1 ![]() ![]() Faction: Dark Imperial Navy Character. Officer. While this unit is attacking, during the edge battle, resolve the effects and count the Force icons of each attached fate card as if it were in your edge stack. Reaction: After you discard a Fate card not named Twist of Fate from your edge stack, attach it to this unit. Health: 3 Block Number: 120 - 2 of 6 Set: It Binds All Things Number: 605 Illustrator: Tiziano Baracchi |
2 Imperial Officers have rated this card!
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Star Wars and all associated elements are © 2011 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
22 Comments
For piett if I discard 3 fate cards from my hand during a edge battle can you put all three fate cards on piett or just one?
Shame about no elite, and the general lack of shielding DS could use to protect the admiral from being locked down. Also seems like it'd take really long to crank him up to the point he justifies his cost.
Is Piett and this set generally considered good, or really bad?
It's also the only Navy set with Seeds, for what that's worth. It's a total of 10 Force pips, so basically an edge set since Piett is so hard to set up. I really wish Piett had a tactics or a resource like the other officers, to make him a more appealing early-game play.
The Hoth trooper dude would be fun if IN Hoth decks weren't so unplayable due to lack of resources. Almost none of the Navy sets that include Battle of Hoth also include a resource.
I'm pretty disappointed in Admiral Piett. He was probably the best officer in the OT and he commanded the Executor in both ESB and ROTJ. I thought a man of this remarkable achievement (not to mention the fact that he managed to escape the fate of being Force Choked by Vader) would warrant a good card in this game. Sadly, two UD (one Edge-enabled) and an ability that takes too long to set up makes him not worth the 5 cost, although the rest of the pod helps Navy in the Edge department...somewhat. I do hope that they will make another vision of Piett in the future that is actually a good card, and I think he deserves an update.
Has anyone had luck combining Piett with Yularen for the Imperial Fist fate card? That combo seems like it would be bonkers good.
There was a nice little thread over on r/StarWarsLCG not too long ago... This reminds me to finally try this deck out, it does seem like a brilliant way to get Piett working, especially with protect.
I don't think it would work well. This set is so bad.
The biggest issues I see are getting Piett out early enough to stack up the edge cards, and then keeping him around to use them. If you do line up protector Noghris, he's still going to get buried under tactics without Elite. And this is after a major investment of 5 resources.
It's fun the time he works, but most often that's in the realm of magical Christmasland.
I had a opponent get him with 5 or more edge cards underneath him and literally he had like 5 pistols and a couple blast it was crazy. he was to powerful could you add the new fate cards underneath him like the fist one and hallucinations?
in theory he could be the most powerful unit in the game but to pull of that off is very hard and your chances would be slim. if you make a deck with a lot of fate cards could be good with piett.
and he has like one of the most interesting mechanics for a card in the game in my opinion.
Imperial Fist and Hallucination are Fate cards, so you can place them underneath Piett and resolve their effects when he attacks. However, Hallucination can only interact with Fate cards that are "in any edge stack," not the Fate cards under Piett, which are resolved as if they were in an edge stack but are never placed there. See http://www.cardgamed...d-hallucination.
http://www.cardgamed...-results/page-7
Your list is indeed one of the best options for him, but it's still very situational and more of a combo deck it seems. 'Fist' is the most useful of all fate cards, but without it people will just let him pass to deal a couple of D, and deal much more in the counterattack. You pay a lot for a unit that is vulnerable and doesn't do anything on itself. In the future we might get a useful 'lure'-effect that will change things.
It was situationally excellent for going undefeated in one of the larger US store championships of the year in a comparatively diverse field of jedi and rebel vehicle decks. You also neglect the importance of fate cards other than fist. Wouldn't you like to guarantee your stormtrooper assault team targeted strikes the most important enemy unit every single turn without using any edge cards with Pietts edge(4) on attack after 1 turn (I've had edge 11 before).
Wasn't Piett also played as a 2x in a recent trooper deck that won a SC? Seems like a good target for Prepared Ambush if you can get it out early.
Yes, he was. It was played by one of the guys who regularly plays at the store I try to get out to when I can. He went undefeated with it
His list was:
2x Tarkin Doctrine
2x Emperor's Legion
2x Admiral's Assault
2x Family Connections
1x Imperial Command
1x Dark Trooper Project
Outside decreasing numerals on the respective cards, not really.
Rulings
http://www.cardgamed...-only/?p=126100
http://www.cardgamed...-only/?p=288517
http://www.cardgamed...ls-interaction/
http://www.cardgamed...-hallucination/