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Home One
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♦ Home OneType: Unit Cost: 5 Force Icons: 3 Icons: 2 ![]() ![]() ![]() ![]() Faction: Light Rebel Alliance Vehicle. Capital Ship. Elite. Reaction: After this unit resolves its blast damage icons, resolve those icons again against a different enemy objective. (Limit once per round.) Health: 4 Resources Generated: Block Number: 197 - 2 of 6 Set: The Forest Moon Number: 0965 Illustrator: Darren Tan |
1 Rebel Sympathizers 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
If you're confident in your deck's ability to win the Edge Battle then this is probably the better Home One in 2-player games.
Same Blast Damage (and extra Blast Damage--again, in 2-player) as the other Home One but the distribution allows you to focus down more dangerous Objectives first. Plus the extra Unit Damage is nice. And the art is even better than the other one.
Not as big a fan of the Objective Set it comes in though...
I think it's a pretty solid set with lots of potential in certain builds. It might have the same blast damage, but when boosted with other cards it becomes a pretty good weapon against Mono-Imperial decks.
They might errata this in the future with "resolve its printed blast icons again". Eventually it will be quite a powerful card. I'm mainly thinking about the upcoming "Concentrated Firepower" event. Nothing absolutely degenerate, but a combination you cannot ignore imo.
And imagine also putting an astromech on board. That's two DS objectives destroyed from full health.
I doubt this will need/see an errata, given that it can be stopped by a single tactics icon, which aren't uncommon in current DS decks.
^ This.
It's a great unit but like most big sticks it's pretty susceptible to being locked down at comparatively minimal cost.
Still, the Elite helps. The Dark Side will have to put a lot more sustained effort into keeping this guy out of the action and that can open other opportunities for Light Side. I've won games by dropping a big character that never even gets to do anything, but my opponent sinks so much time/effort into locking down and/or killing them that I'm able to run away with it.
Mithel does keep it back quite well, but you need two tactics to stop it most of the time given the presence of shields in the eventual capital ship deck. And that's not that common in DS. You'll draw into a shield eventually as you only need to attack once with it in the game anyway.
I'm not saying it's overpowered, just that it has the potential for a future errata. Cards like this almost always get an alteration, if you look at Magic's history and other FFG.
That's actually a really interesting point.
Mithel removes Home One's Blast icons so that they never resolve. As such, the Reaction never triggers. But I'm not sure exactly what would happen if Home One was able to resolve a Blast icon--from Astromech Droid Upgrade, for instance.
Certainly Home One's Reaction would trigger and it would resolve its Blast icon(s?) again against another target. But I'm not sure when Mithel's effect would return Home One's original icons. Mithel's wording says "for that strike" but I'm not sure when the "strike" ends?
My guess would be that the Strike ends after the framework resolution of icons, meaning that as long as you chose to resolve Blast icon(s) last then Mithel's ability would end before Home One's Reaction would trigger. Would Home One then be able to resolve all 3 (or more) Blast icons against the secondary Objective?
Home One's text reads (emphasis mine):
Reaction: After this unit resolves its blast damage icons, resolve those icons again against a different enemy objective. (Limit once per round.)
The verbage is what's throwing me off. Does it mean those as in the previously resolved icon(s)? Or those as in it's (the units) Blast icons?
Home One's reaction would occur immediately after it resolves its blast icons. Resolving blast icons is part of a strike, so Mithel's reaction would still be in effect when Home One's reaction triggers. Thus, a Home One with an Astromech Droid could deal one blast damage to another objective, not two or three.
In this case, it doesn't matter whether the "those" refers to the icons the unit just resolved or the icons it has, because they're identical. Mithel's reaction causes an enemy to lose combat icons, and Home One's reaction doesn't specifically say "printed icons."
Any unit that gains combat icons due to an enhancement or other effect (all out brawl, imperial entanglements, etc) , is considered to have those icons unless maybe something were to reference "printed" icons. All an astromech does to home one is add a black gun and a black blast to its pool of combat icons. So in that case, Mithel, he would get rid of 1 black and 1 white blast, leaving the home one with 1 black blast from the astromech and all its guns. This would allow Home one to use it reaction and do 1 blast to a different objective.
Wasn't Mithel ruled to remove ALL blasts and white blasts, not just one of each?
And if he was, I'm pretty sure he removes the Astromech's bonus icons as well, since the icons provided by the Astromech are considered Home One's icons.
No, just one blast icon, and one edge enabled blast icon from the first enemy unit to strike.
From his card:
"While this unit is defending it gains: “Reaction: After the first enemy unit is focused to strike this engagement, it loses [Blast Damage] and ([Edge-enabled Blast Damage]) for that strike.â€"
http://www.cardgamed...nt-mithel-r1427
Mithel removes 1 normal and 1 edge-enabled blast icon.
All right, sorry for the misleading idea.
Still, I like the card a lot. I like to play the occasional Voltron deck, and the point I was trying to make it that cards like this only get better with time. It has the capital ship trait, it basically doubles the added value of enhancements or events for blast icons. They will print more soon enough, so this gets consistent.
And all this talk about Mithel...
He's easy to play around. The only thing you need is a shield and another vehicle; which the deck has plently of.
2 shields and another vehicle does it though (or just winning edge against Mithel and another vehicle).
Rulings
http://www.cardgamed...r-and-home-one/
http://www.cardgamed...ing-trench-run/