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Heroes of the Rebellion



Heroes of the Rebellion

Heroes of the Rebellion


Type: Objective
Faction: Light Rebel Alliance
Your piloted Vehicle units cannot be targeted by enemy card effects.
All those that died to liberate the galaxy were remembered with honor.
Health: 5
Resources Generated: 1
Block Number: 167 - 1 of 6
Set: Jump to Lightspeed Number: 0819
Illustrator: Maciej Rebisz
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Other Cards in Block 167
Block Stats:
# Units: 4
Total Cost: 11
Average Cost: 2.2
Total Force Icons: 7
Average Force Icons: 1.4
Recent Decks Using This Card:


10 Comments

As a whole, this pod was really unimpressive to me at first for two reasons: the fact that they are all unique cards save 1 and that it is lacking pretty hard in the way of Force Icons. However, all of the abilities/units are at least useful. Rebels don't have much protect keywords, and the ability to quickly grab a pilot/fighter into your hand is nice. But does that make up for what the pod is lacking?

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TheNameWasTaken
Sep 08 2015 08:43 AM

I dunno, I wouldn't worry that much about them being unique. The situation when something being unique is worrying is when the pod has two of that thing - like Kyle (though, of course, his own objective takes care of the problem rather nicely). You don't worry about having two of, say, Rogue Three, do you? It's the same here.

 

The weak edge is a problem, though, I agree on that count.

I think this is a strong pod for Rebel fighters, and merits inclusion as at least one-of in most fighter decks, which don't really care about edge most of the time. None of these cards are really edge-dependent, so they continue that theme. I am worried about introducing 4 unique cards into my deck as 2-ofs--not so much because having 2 copies of a unique is bad (like your Rogue 3 example), but the more unique cards you have in a deck as 2-ofs, the more likely you are to have a dead draw. Drawing the second copy of a unique that's already on the table is almost always a bad draw, as you could have drawn something else that would impact more than just the edge battle that turn. This was sometimes mitigated in Jedi because their 2- or 4x Mains were also high edge, but even then, have you ever had a Luke and Kyle on the table, needed another Main, and drawn another Luke and Kyle so you couldn't play any units that turn? Or drawn the second Home One and had it linger in your hand in case the first was destroyed? One of the current strengths of Rebel fighters is the non-uniqueness of its key units, which means you rarely have totally dead draws. 

The main reason I'd run it 2x is for the event. Digs just a bit faster to set up key combos. Not always worth the drawback of all the multiple uniques, but in the right deck still a good choice.
    • Arkard likes this
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TheNameWasTaken
Oct 18 2015 07:59 AM

Does this effect stop targeted strike as well?

Does this effect stop targeted strike as well?

 

No it doesn't. Despite the name targeted strike doesn't target, it's an enabling effect rather than a targeted one. 
 

The main reason I'd run it 2x is for the event. Digs just a bit faster to set up key combos. Not always worth the drawback of all the multiple uniques, but in the right deck still a good choice.

 

The main reason I would run of is for the objective ability. I don't think the unit to pilot combos are important at all. Tycho is good anywhere and Targeted Strike isn't that amazing when you consider how awesome Wes' ability is. Having played with this a bit now I find that 2x isn't that bad. The event definitely lets you filter duplicates faster so it is less of an issue.

Does this effect stop Heat of Battle?

Yup.

Does this effect stop Heat of Battle?

It would yes, just because Heat of Battle is a Fate Card does not make it immune to the regular rules. This is why Pilot Darth Vader and Tie-Phantom are so awesome or OP (depending on who you ask).

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CataractCowboy
Nov 09 2016 01:41 AM

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