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Last Ditch Maneuver



Last Ditch Maneuver

Last Ditch Maneuver


Type: Event
Cost: 1
Force Icons: 2
Faction: Light Smugglers and Spies
Maneuver.
Play only during your Force phase.
Action: Focus 2 [Smugglers and Spies] units to shuffle all exhausted units back into their owners’ decks.
Resources Generated:
Block Number: 214 - 6 of 6
Set: Redemption and Return Number: 1044
Illustrator: Claudio Pozas
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Other Cards in Block 214
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6 Comments

Nice S&S style trick allthough not as powerful as on first sight I think. At least it requires a bit of planning. Sure you can shuffle your opponents cards into his deck at the end of his turn but your own exhausted units go too (and if your opponent has a lot of exhausted units after his turn, you probably have a number of your best defenders exhausted as well) and this includes the two you exhausted to pay for the event.  

Nice S&S style trick allthough not as powerful as on first sight I think. At least it requires a bit of planning. Sure you can shuffle your opponents cards into his deck at the end of his turn but your own exhausted units go too (and if your opponent has a lot of exhausted units after his turn, you probably have a number of your best defenders exhausted as well) and this includes the two you exhausted to pay for the event.  

Excellent points, but it won't even work at the end of HIS turn, the card says you can only play it during YOUR Force phase, so you have the possibility of leaving yourself open to tough attack depending on what he deploys during his next turn. A highly situational card - I can't think of a good way to use it other than the occasional chance at getting rid of several of their biggest defenders in the hopes that they only have a few chumps to deploy on the next turn.

I suppose, if they have used several of their resources in such a way as to leave themselves without much to spend on their next turn, you could capitalize on that. Personally, I'm sad to see yet another S&S objective set with so few force icons. Seriously, how do they ever expect you to win an edge battle with S&S decks?

It's best against aggressive decks that may have key units exhausted from attacking.  Take a turn to grab the force and hopefully get an asymmetric board wipe.  Less useful if you're needing to use your attacks to bait DS units into defending to get them.

I think it's best used when you have a Tactics unit ready for defense on their turn. Depending on what you're forced to shuffle back vs your opponent, it could be a huge tempo swing for you. Many times the DS is all hands on deck to defend, so you make them start back at square 1. You can use units with multiple tactics, effects like Cloud City Operative, or events like Bamboozle to stack the board state in your favor. I like it with Skipray Blastboats too--have them swing, take their focus, and return to the deck for later while also taking some defenders out of play. 

 

But yes, I'm sad that the set has low edge again. Seems to be a recurring theme with Smugglers, and it's especially painful in mono. 

I don't know.. I don't think that this card would be too good if you could play it any time in your turn.

Outside of tactics units, this pairs favorably with actions/reactions that drop focus through targeting. That could be enough to break the apparent anti-synergy.

 

In Smuggler/Neutral:

Bamboozle
Cloud City Operative
One Last Trick
Rash Action
Seeds of Decay
Wicket W. Warrick

 

It pairs favorably with a Smuggler / Ewok mix, for what it's worth.

 

If it weren't for the anti-synergy in Smuggler's Hideaway, this would pair great with Jedi and it's great selection of targeted focusers.

 

Force Persuasion
Funeral Pyre
Jedi mind Trick
Kyle Katarn
Noble Sacrifice

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