Overall neutral news for people who intend to simply "play" the game, SWU has pretty much the same drop rate as MTG for rare/Legendaries. Great news for collectors however, foil on every pack, hyperspace look nice, Showcase looks fantastic. I think they did a great job at making a product that is going to be exciting to open. Did they hold on to their promise of making the game affordable? We will see that next week. Personally, I will be happy with anything between $4 and $5/pack, anything over $5 would make the game more expensive than Magic which would be terrible news for the game. However, I strongly appreciate the transparency of showing us a relatively detailed breakdown of the different rarities and odds. Good job on the communication.
Hi, it's me, a player from the future! This is fine because the power curve of the game is relatively flat, even with most commons. So decks, even the competitive ones, are still mostly commons and uncommons. Rares and legendaries are quite powerful, but they're also far more case specific and situational on average. Legendaries are cheap enough to buy as singles that once you have the rest of your deck and want some legendaries, it's not that expensive.
@@sylinmino Hi it's me, also a player from the future. Currently a large portion of the successful competitive decks are green ramp tools combined with some other color. Green ramp is heavily reliant on power cards in the 7-10 resource range to make it work, and particularly on cards that allow them to catch up on boardstate, both because they'll have gotten behind relative to closer-to-the-ground deck, and particularly control cards such as Power of the Dark Side and yellow exhaust cards like No Good to me Dead that will severely punish a board of just a couple power pieces. The best cards to do this quick catch-up are unambiguously unit Vader, Home One, and U-Wing Reinforcement, two legends and a rare. The best payload cards to make use of that ramp are Avenger, Relentless, Devastator, Unit Luke, Mace, Reinforcement Walker, maybe Superlaser we'll how how that shakes out. Among those cards mentioned so far as being fairly central to the presently most successful deck types are... 7 legends. Of course, the main problem is basically... Vader. Home One and Avenger are similarly crucial to their archetypes but Vader wins out for being basically the most clutch catch-up tool to any green villain deck, plus being far and away the most expensive. If he goes down to reasonable levels we'll be in a... much more acceptable place in terms of prices, but don't kid yourself, we are 100% in the bullshit CCG zone here, any suggestion that we wouldn't be was an outright lie.
@@russelldavis1875 There are a few things to note there: 1. Green is the most powerful aspect right now, but not by a huge margin and the meta is still shifting rapidly. For example, now there is a report of a "meta killer" deck that's blue red. Sabine Yellow is also starting to rise in popularity where previously Sabine Green was preferred. 2. You're right that Green is heavily reliant on those cost ranges against a midrange or control deck, but against an early burn aggro deck that can outpace it, those cards rarely see the light of day. 3. Important to note that while many of those cards you listed are a rares and legendaries, the most commonly agreed upon best card in the game is currently Overwhelming Barrage, an uncommon. 4. Also important to remember that while those cards you mentioned are quite powerful and important to ramp/catchup situations, you're still dealing with aspect restrictions. In current top competitive decks, they won't carry more than 2-3 of those card types. 5. Much more important than legendaries being good and frequently used is what proportion do they take up in a competitive deck. In Magic, for example, competitive decks will often be 60-70% rares/mythics. In SWU thus far, most top competitive decks are about 30-40% rares/legendaries at most. The deck that won the biggest tournament yet was only 22% rares/legendaries. This makes buying singles for even top competitive decks quite affordable. 6. Much more important than Tier 1 deck accessibility is Tier 2 deck accessibility. Right now you can quite easily build Tier 2 decks in SWU with few to no rares/legendaries if based on certain archetypes. Green Villainous Control/Ramp? Yeah, you won't build a Tier 1 like that without 3 Vaders. But a Tarkin Red experience dump aggro/midrange? Or a Sabine deck of almost any kind? You can make a capable Tier 2 with no rares, and a Tier 1 with few rares.
All this is great until we can't buy the stuff. Everything in my area is already sold out... How do you want people to get hyped up and bring longevity when LGSs get 5 boxes and a single pre-release kit?
This is a valid point. FFG, in recent years, has been an LCG, miniatures non-pay-to-win company. Pay to win in this case isn't about foil cards, it's about shelling out big money to get a full set of cards in the quantity that will make a viable competitive deck. SW: Destiny was the last blind collectible from FFG and only lasted four years, yet was touted as an excellent game. MC, LOTR, AH are all much longer running games, all of which I collect, with MC being the most recent and the most popular and no pay to win. Being skeptical of SW:Unlimited is warranted. With its high cost coupled with the short staying power of some of FFG's games (all of their booster themed games have been short lived) it's more than likely this game will burn out fast.
All this is great until we can't buy the stuff. Everything in my area is already sold out... How do you want people to get hyped up and bring longevity when LGSs get 5 boxes and a single pre-release kit?
This gets me excited. I miss ripping open packs.
Marvel Champions and now this! Fantasy Flight is getting all my money.
How rare are the uncommon leaders?
There are no uncommon leaders, Leaders are either common or rare.
Overall neutral news for people who intend to simply "play" the game, SWU has pretty much the same drop rate as MTG for rare/Legendaries.
Great news for collectors however, foil on every pack, hyperspace look nice, Showcase looks fantastic. I think they did a great job at making a product that is going to be exciting to open.
Did they hold on to their promise of making the game affordable? We will see that next week. Personally, I will be happy with anything between $4 and $5/pack, anything over $5 would make the game more expensive than Magic which would be terrible news for the game.
However, I strongly appreciate the transparency of showing us a relatively detailed breakdown of the different rarities and odds. Good job on the communication.
What’s the difference between senior and lead designer?
Why isn't the name of the game in the titles of any of these videos? 😂
Legendaries at 1/8 packs is terrible. I thought there wasn't supposed to be chase for gameplay pieces?
Hi, it's me, a player from the future! This is fine because the power curve of the game is relatively flat, even with most commons. So decks, even the competitive ones, are still mostly commons and uncommons. Rares and legendaries are quite powerful, but they're also far more case specific and situational on average. Legendaries are cheap enough to buy as singles that once you have the rest of your deck and want some legendaries, it's not that expensive.
@@sylinmino Hi it's me, also a player from the future. Currently a large portion of the successful competitive decks are green ramp tools combined with some other color. Green ramp is heavily reliant on power cards in the 7-10 resource range to make it work, and particularly on cards that allow them to catch up on boardstate, both because they'll have gotten behind relative to closer-to-the-ground deck, and particularly control cards such as Power of the Dark Side and yellow exhaust cards like No Good to me Dead that will severely punish a board of just a couple power pieces. The best cards to do this quick catch-up are unambiguously unit Vader, Home One, and U-Wing Reinforcement, two legends and a rare. The best payload cards to make use of that ramp are Avenger, Relentless, Devastator, Unit Luke, Mace, Reinforcement Walker, maybe Superlaser we'll how how that shakes out. Among those cards mentioned so far as being fairly central to the presently most successful deck types are... 7 legends. Of course, the main problem is basically... Vader. Home One and Avenger are similarly crucial to their archetypes but Vader wins out for being basically the most clutch catch-up tool to any green villain deck, plus being far and away the most expensive. If he goes down to reasonable levels we'll be in a... much more acceptable place in terms of prices, but don't kid yourself, we are 100% in the bullshit CCG zone here, any suggestion that we wouldn't be was an outright lie.
@@russelldavis1875 There are a few things to note there:
1. Green is the most powerful aspect right now, but not by a huge margin and the meta is still shifting rapidly. For example, now there is a report of a "meta killer" deck that's blue red. Sabine Yellow is also starting to rise in popularity where previously Sabine Green was preferred.
2. You're right that Green is heavily reliant on those cost ranges against a midrange or control deck, but against an early burn aggro deck that can outpace it, those cards rarely see the light of day.
3. Important to note that while many of those cards you listed are a rares and legendaries, the most commonly agreed upon best card in the game is currently Overwhelming Barrage, an uncommon.
4. Also important to remember that while those cards you mentioned are quite powerful and important to ramp/catchup situations, you're still dealing with aspect restrictions. In current top competitive decks, they won't carry more than 2-3 of those card types.
5. Much more important than legendaries being good and frequently used is what proportion do they take up in a competitive deck. In Magic, for example, competitive decks will often be 60-70% rares/mythics. In SWU thus far, most top competitive decks are about 30-40% rares/legendaries at most. The deck that won the biggest tournament yet was only 22% rares/legendaries. This makes buying singles for even top competitive decks quite affordable.
6. Much more important than Tier 1 deck accessibility is Tier 2 deck accessibility. Right now you can quite easily build Tier 2 decks in SWU with few to no rares/legendaries if based on certain archetypes. Green Villainous Control/Ramp? Yeah, you won't build a Tier 1 like that without 3 Vaders. But a Tarkin Red experience dump aggro/midrange? Or a Sabine deck of almost any kind? You can make a capable Tier 2 with no rares, and a Tier 1 with few rares.
❤❤❤💖💖💖💖amazing 😅💋
All this is great until we can't buy the stuff. Everything in my area is already sold out... How do you want people to get hyped up and bring longevity when LGSs get 5 boxes and a single pre-release kit?
Here is what we are thinking.....Make more money!!!
That would be the entire point of a business.
Stick to LCGs.
Speak for yourself, this is the tcg that's gonna finally get me into the physical scene instead of playing digital games that die after 2 years lol
And the showchase... I mean showcase leader is one of the reasons why I stay away from TCGs and CCGs.
Just buy the cheaper base printing then??? I dont see what the problem is. The showcase one doesnt have better stats than the not showcase one.
@@artacuno7564you're clearly not a collector. One every 12 booster boxes?! No thanks
@@salsatheone that is correct. I play with the card game cards.
that's absurd, how *dare* you play with your cards@@artacuno7564
Those Showcase cards are purely cosmetics, why do you care? Those showcases literally take nothing away from the game.
Почему последние игры ффг имеют такое никчемное мультяшечное оформление (имхо)? Десент оформление никакое, теперь вот Зв.войны.
More pay for win. Thats why i only play X-WING, where this dos not exist. Thanks God AMG got the game!!!
bro stop whining about a game that’s not even out yet, you don’t even know enough to complaining this much
It's too early to judge but honestly compare to other TCG they seem to push for accessibility concerning the gameplay elements
🤡
Are you under the impression the bling version of cards are mechanically better than say the non foil base version?
This is a valid point. FFG, in recent years, has been an LCG, miniatures non-pay-to-win company. Pay to win in this case isn't about foil cards, it's about shelling out big money to get a full set of cards in the quantity that will make a viable competitive deck. SW: Destiny was the last blind collectible from FFG and only lasted four years, yet was touted as an excellent game. MC, LOTR, AH are all much longer running games, all of which I collect, with MC being the most recent and the most popular and no pay to win. Being skeptical of SW:Unlimited is warranted. With its high cost coupled with the short staying power of some of FFG's games (all of their booster themed games have been short lived) it's more than likely this game will burn out fast.
Hyperspace Grogu will someday eat my wallet.
I hate that FFG has Star Wars. The cards and art already look cheap and stupid.
I didn’t like the art at first but these cards look awesome once you have them. The gameplay seems very well designed
All this is great until we can't buy the stuff. Everything in my area is already sold out... How do you want people to get hyped up and bring longevity when LGSs get 5 boxes and a single pre-release kit?