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Solidarity of Spirit
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Solidarity of SpiritType: Objective Faction: Light Rebel Alliance Endor. Rebel Alliance affiliation only. Reaction: After this objective enters play, put a [Rebel Alliance] unit into play from your hand. Then, your opponent may put an in-faction unit with equal or lower printed cost into play from his hand. Health: 5 Resources Generated: 1 Block Number: 197 - 1 of 6 Set: The Forest Moon Number: 0964 Illustrator: Jeff Lee Johnson |
1 Rebel Sympathizers have rated this card!
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Other Cards in Block 197 | |
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Block Stats:
# Units: 3 Total Cost: 11 Average Cost: 2.2 Total Force Icons: 6 Average Force Icons: 1.2 |
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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.
7 Comments
At first glance, not a big fan of this pod...
On the one hand it's packing some good Unit Damage and if your confident that you can win the Edge, the Blast Damage is pretty decent as well. And even somewhat limited as it is, Rebel Fleet Command is still a 0-cost resource generator...which is always amazing. And in a Vehicle deck those Cruisers can offer a nice little savings.
On the other hand, All 3 of the units in the pod are pretty swingy. If you feel confident that you're going to win the Edge then they're great. But some bad Edge Battles can slow your momentum to a crawl...and lets face it, sometimes the Edge just will turn against you. Plus, I'm not a big fan of Battle of Endor. In theory it could be good one day--and help win those very important Edge Battles--but it's naturally swingy unless you go hard into Endor to the exclusion of a lot of very useful other options.
And honestly, I'm not at all a fan of the Objective Ability. Being able to drop any unit into play is huge, no doubt, but the fact that your opponent can do the same is scary. And remember--your opponent is going to be able to see what you drop before they make their decision on what to play in opposition. And it can always come up when you don't have a great option in hand...**EDIT: As @pantsyg mentions bellow, this is a Reaction so you can choose not to trigger it when the objective comes into play.**
The Rebel Fleet just seems like a much better option for most decks. It's Home One is a little slower but more consistent. Y-Wing adds a little more Blast. And you want the Repair Droid in a Rebel Vehicles deck anyway. And Hidden Outpost is at least as good as Rebel Fleet Command in most decks. Plus, you're never sad to see a Target of Opportunity come off the top of your deck.
TL;DR: Even though it lacks the same Unit Damage punch, I would run The Rebel Fleet. More Blast, more consistency.
Though, I wouldn't hate running these pods together. Obviously there's some overlap in your Home One but you can toss the one you don't want (based on board-state) to the Edge for 3. The objective still scares me a bit though.
It's not a forced reaction, so if you don't have a good unit to drop you can always choose not to trigger this when the objective flops.
Also, you get to see the DS objectives before you flip this at the beginning of the game, so you can get a read on what they might be able to drop against you and decide accordingly whether to trigger it and how big a unit you want to drop. Against many mixed-affiliation decks it's a pretty safe bet to swing for the fences with the objective, though personally I think Independence is the scariest LS unit that can come out of this.
That is actually a very good point. Don't know why I didn't realize that, duh, it's a Reaction.
I still don't like the objective as it can still end up helping your opponent as much or more than you (plus all the other problems I have with the pod) but it's much better now that I realize that you don't have to trigger it if you don't have a great option in hand.
Thanks for the correction
I don't agree with this at all. This set is just better in almost every way, maybe better in every way, than the original.
The objectives: original is not good at all. New is very good. sure your opponent can get a unit but if hes running mixed affiliation then theres a good chance he might not get anything and if hes running mono, then you just need to be cautious of what you deploy. Also, as was already pointed out, this is not a forced reaction, and thusly doesn't have to be used, but considering you pick your objectives then your hand, your probably going to use this more often than not, and thats close to every time.
Home ones: the new one is just better in almost every way. same deploy cost, more health, 30% icons, both do 2 extra damage, and this is actually better for the new one as you don't get wasted damage if you destroy an objective early on. Only thing old home one gets you is the second black blast, thats it.
Chuds: old chud is a 2 drop with 1 health. everything kills this thing. heat of battle, vaders reaction, 1 gun chuds, literally everything. new chud, icons aren't amazing being mostly white, but for 4 cost i can get an MC 80 and a RSX. for 3 cost I can get an MC80 and a x-wing. thats pretty good considering these decks are going to rely on numbers rather than tricks.
2nd chud: repair droid vs MC80: this is one spot i'd like to have the repair droid over a second chud. Its why i think playing the home ones together, or at least the core home one as a 1x might be a good idea. specially once the new capital ship set comes out in GA.
resource: a free AFFILIATED resource with a minor drawback, or a neutral 1 for 1. I'm taking the free resource all day long considering the deck and amount of 3+ cost units in rebels.
Fate card: Target of opportunity vs Battle of endor. This is very close, Target takes this for now, BUT, this cycle still has 3 more packs, 2 of which are rebel and 1 of which i'm going to go out on a limb and say it will be an endor objective and play nice with this set, and thats the ackbar set. If thats the case, you'd now have 6 endor locations (of your own) to bump this fate card to a 4 pip card. To me, that probably pushes it past ToO.
So, there is really 1 card i like from the old set, and thats repair droid. I would have loved to see it reprinted into this set instead of the double chuds but it is what it is. IMO, the new set crushes the old one and its not close.
Not quite convinced, but you make some good points.
On the objective, it's definitely better now that I realize it isn't a Forced Reaction. I think there are times when you'll see it on the flop and be happy and times when it will be pretty useless to you. It can and will bite you sometimes but if you can make it work for you 75%+ of the time then that's a pretty good return. Overall, the option is nice to have. The Rebel Fleet doesn't really offer a lot there one way or the other.
As for Home One, I have mixed feelings. Generally I agree with you that this is the superior Home One (in 2-player). But the fact that one of the Blast and Unit Damage icons are Edge Enabled can make this a little Swingyer. Now, if you're running a deck where you're fairly confident that you're going to consistently win the Edge then fair enough. But this is way worse than the other Home One if you don't (one less Blast Damage from icons and one less from the ability).
As for the MC80s, I do like them. They're essentially a 2 (-ish, conditionally) cost Capital Ship with a Unit Damage and the possibility for another Unit Damage and a Blast. That's not bad. I would probably run this over the Y-Wing (I would miss the guaranteed Blast damage, but this is generally a more Unit Damage focused pod). But losing the Repair Droid hurts as I'm probably running this in a vehicle-heavy deck.
Rebel Fleet Command is great--would never argue otherwise. But Hidden Outpost is very comparable in a lot of decks.
Battle of Endor is my big disagreement. I get that we will have more Endor Objectives by then end of the cycle but unless I am going heavy into Endor it's just not that consistent.
Overall, I do think I was a little hasty with this one. It's certainly not terrible. Not even bad, really. But overall I still prefer The Rebel Fleet for it's consistency. Though honestly, other than Home One they are very different sets. This is way more Unit Damage focused than The Rebel Fleet (which focuses much more on Blast Damage). As I said in my original post, I could see running both and just tossing whichever Home One you didn't need to help maintain Edge--which this set needs.
Note, however, that it gets its bonus from your own and your enemies objectives and enhancements. So even when running only this pod (2x) you have quite a good chance of having +2 on Battle of Endor.
But yeah, you never know for sure
The original home one didn't even have a 3rd gun, so its really irrelevant that its white, its an added bonus at no extra cost, same with the health. You see how many 3 gun units the DS has these days? even 3 health units are removed much easier than before. Rebels actually have very high edge counts these days, so thats much less of a concern, but even still, if you think you don't need to win edge with original home one just because it has all black icons, you'll find out it will quickly be hitting your discard pile. I just don't think this comparison is close at all. New > old by a mile.
With this set alone you have 4 sources of endor, 2 resource enhancements and 2 objectives. Add in 1 more set with 2 (or more) and your at 6-8 endor objectives/enhancements, that fate card is going to be hitting for 3-4 every game at that point. Again, wait till next pack where we get the Admiral of the Home one, Ackbar, and likely more endor stuff that will elevate this card a bit more.
I've actually considered adding the new han into this deck, not for the fate card, but because its a very under rated set imo. the mission and objective give you 4 more sources of endor, so theres that too.