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Asteroid Pursuit
Submitted
Darksbane
, Jul 19 2013 06:31 PM | Last updated Jul 19 2013 06:38 PM
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Asteroid PursuitType: Objective Faction: Dark Neutral Limit 1 per objective deck. Forced Reaction: After you refresh, damage this objective. "Asteroids do not concern me, Admiral. I want that ship, not excuses." - Darth Vader, The Empire Strikes Back Health: 6 Resources Generated: 3 Block Number: 90 - 1 of 6 Set: Edge of Darkness Number: 412 Illustrator: |
3 Galactic Citizens have rated this card!
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Other Cards in Block 90 | |
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Block Stats:
# Units: 3 Total Cost: 7 Average Cost: 1.4 Total Force Icons: 7 Average Force Icons: 1.4 |
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Recent Decks Using This Card: |
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.
17 Comments
but I have yet to really sit down and attempt to put together a deck with it yet. the odd card in the set to me is the capital ship that synergizes with capturing, yet nothing else in the set makes much sense in, say, a scum type deck.
That would have worked best if the objective had provided a resource match like imperial navy. Giving the thematics of the filmscene it refers to and the units in the pod, that shouldn't have been so strange.
I agree with Laxen that it might only work optimally in an imperial trooper deck, but it still feels like a very strange combo. At least with 'deploy' the fleet you can choose how easy you want to make it for LS to destroy the objective and also get out those big capital ships.
Correct me if I am wrong but the problem with this is that the damage is dealt as a reaction after the refresh phase. Because shield tokens are removed as step two of the refresh phase there will not be any shield on the objective when the reaction is forced so the damage cannot be negated this way.
Additionally the damage cannot be stopped by a shield anyway because shields can only be used to negate damage or focus tokens from enemy attacks/effects.
This makes this objective only "good" in extremely aggressive decks with large units where there are ways to remove focus tokens (or damage tokens) from an objective easily (and quickly).
I can see how this would be good in a trooper deck where you could throw down a large number of small units but usually weenie decks take longer to win which is bad with an objective that blows itself up. That is not to say that someone cannot come up with a weenie deck that can win fast.
Two questions: 1) Since the objective destroys itself does that mean it counts towards a LS victory?
2) f you did damage to it before it was destroyed does it count toward the LS victory?
Thanks for the help Majestaat.
This set is a great economy boost in a rush deck for the DS. Like Majestaat mentioned when trooper decks get a few more buffs this set will come up big.