Gotta love 6 of these are staples of the boba fett deck. Steadfast battalion is also really good specifically in that deck paired up with ecl since you can bring it out the same turn with boba fett get a 7/7 with ambush and overwhelm can be extremely nasty.
I love that there's a pretty diverse spectrum of rarities represented here. We've got 2 Commons, 2 Uncommons, 3 Rares and 3 Legendaries. I think it's an indication that the designers did a pretty good job of making cards viable across the entire set, instead of front-loading all the actually good stuff in the upper rarities and leaving all the common cards to be filler, or vice versa.
Great video, i agree with most of it. For superlaser tech, i will add something : with boba green, it's possible in turn 3 when you have 4 ressource to ECL Tech to clean something and crash, boba ability to gain back 1 ressource, then deploy boba, attack, ready 2 ressources and you are back at 5 ressources because tech created one more in the process. So you basically have 2 turn in one
I think that ramp especially should be carefully managed. We have four ramp cards in the game right now, and one is miles ahead of the others. Both primarily command ramp come in exhausted with one requiring a mono command setup to be viable, while Han specifically is a deck building challenge which makes it more balanced. Superlaser Technician just does everything villainy wants, so much so that you are actively hurting your constructed deck for flavor if you don't play the command aspect in your villainy deck. I think it's probably inevitable that heroic gets their own non-leader aspect locked ramp card, but once they do there should absolutely be no more ramp cards in the game. I even think it's possible that the ramp cards might even be some of the first regulations required. I could totally see Superlaser Technician being limited to one copy per deck and it still being the best card in the toolbox. Ramp could literally ruin the game if mismanaged, so I'm hoping most of the planned ramp cards have been front loaded in Spark of Rebellion with further testing once events start being widely played.
Heroes do have one! Alliance dispatcher. Although playing it outside of luke doesn't really work, but it's quite good there. And it doesn't ramp out the leader, which feels less busted
@@iamwoooooI hadn't considered that Dispatcher was a ramp card, but it is! It's just absurdly fragile and has terrible action economy. Plus it only works for units, and as you said it doesn't work with leaders. If all ramp cards had been like it then it would be a non-issue.
Not as high on it. Outside of luke it's hard to ever keep it alive, and it also doesn't ramp out leaders which is a major consideration. But it is good with luke
With ambush, the unit may immediately attack another unit, but if it doesn't, it does not come in to play ready. With the Firespray ability, it just comes in ready (no requirement to attack another unit). You can then do whatever you want with it next time you have priority.
The fact that 4 of the top 5 cards are green is a worrying sign about design philosophy, which is reflected in recent tournament results. Nearly forcing every competitive deck to play green just to remain relevant does not bode well for the health of the game long term.
Gotta love 6 of these are staples of the boba fett deck. Steadfast battalion is also really good specifically in that deck paired up with ecl since you can bring it out the same turn with boba fett get a 7/7 with ambush and overwhelm can be extremely nasty.
Crazy right! That boba green deck got lots of love
I love that there's a pretty diverse spectrum of rarities represented here. We've got 2 Commons, 2 Uncommons, 3 Rares and 3 Legendaries. I think it's an indication that the designers did a pretty good job of making cards viable across the entire set, instead of front-loading all the actually good stuff in the upper rarities and leaving all the common cards to be filler, or vice versa.
Yeah, that's good to see
Great video, i agree with most of it. For superlaser tech, i will add something : with boba green, it's possible in turn 3 when you have 4 ressource to ECL Tech to clean something and crash, boba ability to gain back 1 ressource, then deploy boba, attack, ready 2 ressources and you are back at 5 ressources because tech created one more in the process. So you basically have 2 turn in one
Fleet Lt. into Leia leader unit is a killer. Love that card.
Great !!! Thanks a lot for ur work 😊
Thanks so much!
Keep up the great vids Woooo!
Thank you! I'll try lol
Nice video, thx!
Thank you!
I think that ramp especially should be carefully managed. We have four ramp cards in the game right now, and one is miles ahead of the others. Both primarily command ramp come in exhausted with one requiring a mono command setup to be viable, while Han specifically is a deck building challenge which makes it more balanced. Superlaser Technician just does everything villainy wants, so much so that you are actively hurting your constructed deck for flavor if you don't play the command aspect in your villainy deck. I think it's probably inevitable that heroic gets their own non-leader aspect locked ramp card, but once they do there should absolutely be no more ramp cards in the game. I even think it's possible that the ramp cards might even be some of the first regulations required. I could totally see Superlaser Technician being limited to one copy per deck and it still being the best card in the toolbox. Ramp could literally ruin the game if mismanaged, so I'm hoping most of the planned ramp cards have been front loaded in Spark of Rebellion with further testing once events start being widely played.
Heroes do have one! Alliance dispatcher. Although playing it outside of luke doesn't really work, but it's quite good there. And it doesn't ramp out the leader, which feels less busted
I see
@@iamwoooooI hadn't considered that Dispatcher was a ramp card, but it is! It's just absurdly fragile and has terrible action economy. Plus it only works for units, and as you said it doesn't work with leaders. If all ramp cards had been like it then it would be a non-issue.
Great video, thanks🫡
Thank you!
15:58 😂 Just wondering what you think of alliance dispatcher as a top 15 card?
Not as high on it. Outside of luke it's hard to ever keep it alive, and it also doesn't ramp out leaders which is a major consideration. But it is good with luke
Surprise strike not even in honorable mention :(
Hah, it was actually in the list of 10 cards I ended up trimming down on
@@iamwooooo it's my personnal number 6 (not counting ECL)
I don’t understand this. I have 30 games with Boba Green and Surprise Strike has been good in maybe two of them. Am I just not seeing it?
It pairs really well with villain / aggression cards like Palpatine, Relentless raider, 7th sister (Grand Inquisitor deck).
@@squashdingus1626 I have over 200 games with Boba green and surprise strike won me a good 20% of them which is staggering.
Thanks for the video ! Don't understand the différence between ambush and the firespray's ready ability...
With ambush, the unit may immediately attack another unit, but if it doesn't, it does not come in to play ready. With the Firespray ability, it just comes in ready (no requirement to attack another unit). You can then do whatever you want with it next time you have priority.
The fact that 4 of the top 5 cards are green is a worrying sign about design philosophy, which is reflected in recent tournament results. Nearly forcing every competitive deck to play green just to remain relevant does not bode well for the health of the game long term.
We gotta remember it's just one set, so hopefully it evens out a bit
I think I am your father should be at least an honorable mention. Kill a guy or draw 3 cards for 3. A full hand is a happy hand
I'm not a fan of the card because your opponent gets to choose, and the two halves are good in completely different situations.