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Dannik Jerriko



Dannik Jerriko

♦ Dannik Jerriko


Type: Unit
Cost: 3
Force Icons: 2
Icons: 1 1 1
Faction: Dark Scum and Villainy
Character. Assassin. Mercenary.
While this unit is attacking, resolve edge-enabled icons on friendly units as if you had the edge.
As an Anzati, Dannik constantly hungered for the life essence of other beings. He commanded a high price to hunt down and drain some of the most dangerous individuals in the galaxy.
Health: 3
Block Number: 155 - 2 of 6
Set: Evasive Maneuvers Number: 0764
Illustrator: Jan-Wah Li
* * * * -   1 Bounty Hunting Scum have rated this card!
Other Cards in Block 155
Recent Decks Using This Card:


13 Comments

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Ultramarine
May 28 2015 11:12 PM

I need clarification on this card.  I believe the meaning of the text is, when Dannik Jerriko is attacking, you can use the force icons of your friendly units (whether they are attacking or not) for your edge battle.  Correct?  

I need clarification on this card.  I believe the meaning of the text is, when Dannik Jerriko is attacking, you can use the force icons of your friendly units (whether they are attacking or not) for your edge battle.  Correct?


Nope, it means friendly units that join Dannik while he's attacking resolve their white combat icons as if they were black instead. Basically, your units will be at full combat power even when losing edge, so long as Dannik is participating as an attacker.
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Ultramarine
May 29 2015 03:34 AM

Thanks for clarifying that card for me.  So I guess his ability don't apply to him right?

His ability does apply to him, since his text says "friendly units," of which he is one. If it didn't apply to him, it would say "all other friendly units."

    • Ultramarine likes this

hmm why would they make his icons white if his ability applies to himself?

hmm why would they make his icons white if his ability applies to himself?

Makes a difference if he's defending.

Also see the enhancement hate

Overall, this set is pretty aggressive. Interesting to see if an aggro Scum deck is in the works; I don't think this set alone makes that a thing, and it doesn't fit well into existing Scum builds either. 

Dannik is a good unit. I can see galactic scums become feared by its side. But the mercenaries with him... edge enabled bonus for each other unit (meaning you will need to attack with at least 2 more units for it to be worth it) and only when attacking and with 1 hp. Man, I so dont like these. 

I don't think they would have been as bad with 2 HP. I'm wary of taking any 2-cost unit that can be killed by a Heat. I look at these, then at Rogue Squadron X-wings, and just laugh. Hell, most of the time these will have worse icons than the Enforcers from Tremayne's set, without the meager defensive upside of 2 HP. 

 

It kills me that sets like this come out with interesting mechanics in all the other cards (Objective, Dannik and Wager I find very cool), but are weighed down by crap units like these. 

What I also despise is that there are pods such as MTFBWY where every card is great or above average, so there's no debate whether to include 2 in your deck or not. And then there's this pod, where only 1-2 cards are decent but the rest are crap. It's almost like the designers don't know how to make every pod balanced with the right mixture of good and bad cards. Why not make every card good instead of forcing us to decide whether to include a pod like this, or make sure every pod has 3 good and 3 bad cards so you have to evaluate whether the good outweigh the bad?

    • pantsyg likes this

Someone on this forum said it best: in this game, you go OP or you go home. For the competitive game, this couldn't be more true.

 

With an LCG model, there's no reason for bad cards to exist. It's not even like they have to pad sales by including a bunch of crap commons alongside the cards you really want in a pack, as it is in other card games. Look at a pack like this one, where none of the sets are super impactful. Sure, several of them will be fun, but if you're budget-conscious, this is a pack you could skip without hurting your chances of having competitive decks. Wouldn't it be to FFG's advantage to make as many impact sets as possible, to encourage players to pick up all the packs?

It's been pretty clear from the beginning that they can't design a scum set to save their lives and so far in this cycle, both the first 2 sets released are pretty much garbage. At this point it seems like we'll be lucky to get 1 good scum set per cycle....

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