Become a Patron - patreon.com/VeiledShot Use my TCGPLAYER Link! - tcgplayer.pxf.io/9gYPK0 👍Like what you see? SUB! 👍- bit.ly/3VAFHfY 👊Join my Discord! 👊 - bit.ly/3NMDib7 ⚔ Follow my Twitter ⚔ - bit.ly/3TmUo1p
I have a feeling they will release cards that protect upgrades from getting bounced or defeated outright. Heck, we could even see a neutral/non-aspect base that says upgrades on leader units cannot be "un-attached" by enemy card abilities protecting it from defeat, bounce, and other abilities from cards like Evidence of the Crime and Survivors Gauntlet, etc.
people seriously need to chill out. We've seen like 10 cards and they look pretty sweet for the most part. I'm super excited for this set! Good chance it'll be like set 3 where the mechanics are a lot of fun for draft and so-so for constructed which is still totally fine. also lmao to anyone malding about putting Boba on their Firespray and getting Rival's Falled. Why would you do that against a blue deck with 6 resources up? 😆
The leaders die to a 1 cost no aspect card lmao. There is no chance they become meta, if one of them is actually strong every single person will start maining or siding Confiscate.
@@Binzob That is way too short-sighted. First that card is against any other deck a pretty much dead card. That's why it didn't see any meaningful play for 3 sets. Second it is already not that hard to kill a leader with cards like Takedown, Rivals Fall, Fell the Dragon or Power of the Dark Side to just name a few. Another card doesn't change anything on that fact. Third you still can play them as a normal leader unit, which even against a deck running that leader confiscate is still useless. And fourth I would say that this is the reason why two of the three pilot leaders we saw already have an ETB effect other than most leaders normally have. Because then it is not that important if he gets deleted, because he had already a big effect for 0 resources by only coming on the field. And that are both pretty huge effects. Getting resources back for free is big and a overwhelming barrage for 4 for free is also sweet. The only other, Ventress, gets a keyword which is also rare for leaders until now. So I wouldn't write them off that quick. The same as nobody saw the rise of Tarkin in set 2.
@@drakmendoa They are absolutely terrible leaders if you deploy them as a unit instead of an upgrade. Asajj has grit, Han and Boba would be vanillas and their stats aren't even impressive either. So that's not a very viable option either, just play a non pilot leader with an actual impactful ability lol.
You guys forget about the cards that stop a unit from being defeated or returned to hand by enemy card effects, like chewie leader or the yellow card I forgot the name of
I feel like an outlier. Im not worried about upgrade hate at all. I dont feel like piloting is meant to be something you use EVERY time. The cards being modal just means you can catch someone off guard then pivot your gameplan once they sideboard for you. This is combined with the developers stating not every leader in this set will have this interaction as well. Im ready to see what else is in store.
Pilot leaders have to be vulnerable to upgrade hate, otherwise they would just take over the game. Pilots are a gamble. Scared? Deploy to the ground. See an opportunity? Deploy to space. Simple.
I feel like this is still the whiny minority complaining about these. If its not top tier capable then they whine to the heavens. We've seen 7 cards? Calm yourself and see the set. I bet it will still be a ton of fun. Enjoy the game. :)
My guess is that targeted discard will be used regularly with these leaders as a way to protect them. It's already happening sometimes with important flip turn leaders to remove things like rivals fall/perilous position. I would imagine things like Spark and Bazine will be used (plus new cards??) to remove upgrade hate on the flip turn. If the opponent decides to hold onto multiple upgrade hate cards in their hand, more power to them, they probably had to resource something way more valuable in order to do so lol. That being said Poe just got way stronger to the point of possibly being unreasonably strong. Discard 1 card to kill a leader is nuts
they need to introduce a keyword for specific vehicles that says something like "any upgrade on this unit cannot be removed from card abilities" or something like that. Or even if it was specifically meant for leader upgrades I would be cool with that.
i wish they had a contingency for blowouts on the space side. something like, when this leader is defeat while it is an upgrade, put an "escape pod" token on it. It may deploy by spending its escape pod token. If it does, give it -2/-2. this way it's not this oppressively huge threat (twice) against decks that can't deal with it for free, but it's not COMPLETELY blown out when you go for the space side. there's not a great solution to this mechanic unfortunately. fundamentally built into the fabric of how card games work (things like card advantage and 2 for 1s), you'd have to have built in catch up mechanics or some sort of Lurking Tie ability to reduce the Lows. sadly, i think this game has established a trend: we got our power cards from set 1, and every set since then will probably introduce a very small handful of staples, and a couple of pricy haymaker legendaries, but most of the sets will have janky mechanics. what this means is, premier won't change a ton overall, BUT at the very least, draft will be fun & thematic with a clear identity, in each set!
Creators need to start videos on these cards by immediately clarifying that we already know for a fact that, yes, upgrade removal will destroy piloting leaders. The amount of people still lost on this everywhere is astounding. That being said, what I don't like about the mechanic, is that it seems like something that happens with some cards/mechanics in card games, where it's too swingy, where the floor is insanely low and the ceiling insanely high. That leads to bad situations both ways, both as the one being completely run over by A-Wing into Chewie pilot because you didn't draw upgrade hate, or as the one having your pilot immediately removed for a single resource and falling helplessly behind. I hate these kinds of dynamics. Plus, I hate when in tcgs, some card or mechanic ends up forcing cards that should be sideboard cards into maindecks, and this one seems to fit the bill, think of deploying the leaders as pilots as basically a free Darksaber WITH AN ETB on top of it. It's obvious that it's beyond busted and will force people to load up on upgrade hate maindeck, which always ends up feeling awful to be forced into, because every now and then you'll run into decks without pilots and hate the fact that you have useless cards in your maindeck, because you can't afford not to. Anyway, let's see how the rest of the set will turn out, but based on similar dynamics I've seen from playing many tcgs over the years, I don't like where this is going.
I imagine there will be a number of these upgrades that are insane, forcing your opponent to choose which is going to be the more important removal. I have doubts that many will run that many varied removals in a 50 card deck. Unless we just see a bunch of random 1-offs of those kinds of cards
My guess is that multiple vehicles in the set will make their pilits immune to upgrade removal, although that won't help with cards like Fell the Dragon.
The leaders being upgrades are certainly interesting. But if they Weren't, they would all immediately be S tier leaders with super op stats. So overall, it was a good choice
All they have to do is create a while this card is in place upgrades can’t be removed effect. And given the space theme there could be a large number of non-leader pilot upgrades so players have to be mindful how they use their removal. Heck for my control deck as I remove the opponent’s leader when it comes down more often than not. I don’t think this is gonna be a big deal.
i was about to say this, when i first looked at these cards and Chancellor Palp and I'm like why would anyone play the other leaders. Then i was reminded that there will be a rotation on sets ( that should start around set 7 if we get that far) then one theory is they will have six legal sets so the set one would be out when set 7 hits. @superbowler18 i don't think they will keep 1-3 they will probably reprint with the maker on that @benomstream saw
I feel like the Upgrade hate will only be good, if there is a darksaber hate(or similar specific upgrade hate) again or a leader that uses alot of upgrades(including Piloting) and is constantly in the top 4 in tournaments. May be wrong, but with the Jango TT, Sabin (without taking darksaber that frequently anymore) and Bossk Blue Meta, I don't see where the Upgrade hate would come up again. UNLESS the piloting keyword will be reaaally strong and the new set will bring back the upgrade/piloting spam
A simple update to the comprehensive rules that the leader upgrade itself (not the upgraded unit, just the upgrade) cannot be removed by an opponents card ability will at least make the leaders far more viable, they can trouble shoot the rest of it. I'd love to see our first counter play style card of like an escape pod or something so if a piloted vehicle is about to be defeated, the pilot can come into play as a unit. That's something I could see making the mechanic somewhat stronger into control/midrange
But then they feel crazy strong. Like +3+4 on a space vehicle that can’t be removed except by rivals fall AND the upgrade can’t be defeated either. And then they second option is also bs so they get a upgraded unit then if you deal with it they get a free 4,7?
@THSmjsmith 2nd idea, only if you have the card available and the resources to use it. A leader deploy is supposed to be strong isn't it? Not defeated by a 1 or 2 cost card so I'd say it's roughly right where it should be at that point...also rivals is available in one aspect...command, aggression and cunning decks with vigilance weren't going to use rivals anyway so they were always having to do something else which will be available to them still.
@THSmjsmith yea like counter spells in MTG but rather than saying no, it just reduces the impact slightly so the vehicle still gets defeated but you get the pilot, it'd have a cost and you'll have needed to draw it...can make it for non-leader pilots as well 🤷♂️
I know you were focusing on set 1 upgrade hate, but i think the most prevailent upgrade hate worrh mentioning is Poe Dameron. He is already in every hero deck that runs red, and a staple in one of the most common meta decks, Sabine.
They so far have confirmed that anything that tries to take control of your unit with a pilot defeats the pilot upgrade if it's your leader card. I don't think they intend to make these immune to upgrade removal because then these cards would be broken. Counter play is healthy.
I wonder if calling it something other than an "upgrade" might work better to differentiate it from other upgrades and make it its own card type. Maybe the easiest solution is change the text to "deploy this Leader as a PILOT attached to a vehicle without a PILOT on it"? That way you would have to create cards that specifically target pilots to target them.
IMO, while at the moment, tokens seem a little weak, I think that after set 4, your deck building is going to be way harder because it will have several different archetypes that you will have to contend with. It will be harder to counter every type with a single deck. All decks pretty much have something that it won't play well into. I think the tokens will get down the line. Just as I think some leaders that are not good now will probably get better as more cards come into play that fit the style they want.
I play upgrades already, they last until the unit is killed. If you play all upgrade hate you will get ran over by pilotless ships and grounded pilots.
@@ObiWanKainobi_III Didn't see that post... well... that will be the demise of the "pilot" mechanic. They could also add the "upgrade" tag to the other side of the card or something like that.
Titles like this “Players are WORRIED about jump to lightspeed” is enough to negatively impact someone’s view of this set and subsequently the game. I wish streamers would understand their ability to influence people. This is a great game, it’s fun, it doesn’t always have to be viewed from an uber competitive light and can be fun for people playing without a netdeck/metadeck. Let’s support this game by highlighting the positives!
I’m sure that, while they function as upgrades, them being classified as pilots will mean that they won’t be affected by the ‘defeat an upgrade’ cards.
@@hidden-assets article 3.4.6 "If an ability would cause a Leader Unit to move to an out-of-play zone or change control for any reason, it is defeated instead."
I love the idea, I feel like super sweaty neck beards are going to ruin this TCG for new players though. Hopefully the spotlight decks will help with entry level though
I'm not 100% sure Bamboozle works here from your examples. Leader cards can't be returned to hand. But stealing an upgrade does defeat the pilot I know has been confirmed. I think people need to relax. These leaders seem to do something immediately so far. So, even if they remove the upgrade, you already have something out of it.
There are a lot of wet blanket decks and cards in most TCGs, however, there are few TCGs with foundational cards that are present on the board from turn 1 and add a huge dynamic to the game like leaders. Having a wet blanket for that card is strange, but this is where the game design landed. Luckily leaders are not chase cards except the showcases. Maybe the innate abilities of the leaders will be enough for them to hit the table over set 1 - 3 leaders.
Become a Patron - patreon.com/VeiledShot
Use my TCGPLAYER Link! - tcgplayer.pxf.io/9gYPK0
👍Like what you see? SUB! 👍- bit.ly/3VAFHfY
👊Join my Discord! 👊 - bit.ly/3NMDib7
⚔ Follow my Twitter ⚔ - bit.ly/3TmUo1p
I have a feeling they will release cards that protect upgrades from getting bounced or defeated outright. Heck, we could even see a neutral/non-aspect base that says upgrades on leader units cannot be "un-attached" by enemy card abilities protecting it from defeat, bounce, and other abilities from cards like Evidence of the Crime and Survivors Gauntlet, etc.
Playtester here. This set gets way cooler than the stuff they leaked, and there’s some super cool leaders coming;)
LETS GOOOOOO
As a good friend to Paul Atreides lemme get some of that secret spice
I heard another playtester who is more lukewarm
people seriously need to chill out. We've seen like 10 cards and they look pretty sweet for the most part. I'm super excited for this set! Good chance it'll be like set 3 where the mechanics are a lot of fun for draft and so-so for constructed which is still totally fine.
also lmao to anyone malding about putting Boba on their Firespray and getting Rival's Falled. Why would you do that against a blue deck with 6 resources up? 😆
The leaders die to a 1 cost no aspect card lmao. There is no chance they become meta, if one of them is actually strong every single person will start maining or siding Confiscate.
@@Binzob That is way too short-sighted. First that card is against any other deck a pretty much dead card. That's why it didn't see any meaningful play for 3 sets.
Second it is already not that hard to kill a leader with cards like Takedown, Rivals Fall, Fell the Dragon or Power of the Dark Side to just name a few. Another card doesn't change anything on that fact.
Third you still can play them as a normal leader unit, which even against a deck running that leader confiscate is still useless.
And fourth I would say that this is the reason why two of the three pilot leaders we saw already have an ETB effect other than most leaders normally have. Because then it is not that important if he gets deleted, because he had already a big effect for 0 resources by only coming on the field. And that are both pretty huge effects. Getting resources back for free is big and a overwhelming barrage for 4 for free is also sweet.
The only other, Ventress, gets a keyword which is also rare for leaders until now.
So I wouldn't write them off that quick. The same as nobody saw the rise of Tarkin in set 2.
@@drakmendoa They are absolutely terrible leaders if you deploy them as a unit instead of an upgrade. Asajj has grit, Han and Boba would be vanillas and their stats aren't even impressive either.
So that's not a very viable option either, just play a non pilot leader with an actual impactful ability lol.
You guys forget about the cards that stop a unit from being defeated or returned to hand by enemy card effects, like chewie leader or the yellow card I forgot the name of
@@Binzob"dies to removal" is a weak argument.
I feel like an outlier. Im not worried about upgrade hate at all. I dont feel like piloting is meant to be something you use EVERY time. The cards being modal just means you can catch someone off guard then pivot your gameplan once they sideboard for you.
This is combined with the developers stating not every leader in this set will have this interaction as well. Im ready to see what else is in store.
I agree with this 100%. I think our sideboard could now have a couple pilots waiting to jump in.
Pilot leaders have to be vulnerable to upgrade hate, otherwise they would just take over the game. Pilots are a gamble. Scared? Deploy to the ground. See an opportunity? Deploy to space. Simple.
this isnt a gamble. its just dumb to deploy your leader as an upgrade after game 1
Regardless if any of the new pilots become meta or not, I don't care, it's going to be a blast playing sealed.
I think having one pilot leader, and one normal leader could be an effective dynamic for a fast twin suns deck
I feel like this is still the whiny minority complaining about these. If its not top tier capable then they whine to the heavens. We've seen 7 cards? Calm yourself and see the set. I bet it will still be a ton of fun. Enjoy the game. :)
Right!
Some things will never change in CCG's.
New cards will arrive and everyone is going to go crazy.
Exactly. I cannot remember the number of times Magic was supposedly going to die.
@@deeterful Every year. At least once.
My guess is that targeted discard will be used regularly with these leaders as a way to protect them. It's already happening sometimes with important flip turn leaders to remove things like rivals fall/perilous position. I would imagine things like Spark and Bazine will be used (plus new cards??) to remove upgrade hate on the flip turn. If the opponent decides to hold onto multiple upgrade hate cards in their hand, more power to them, they probably had to resource something way more valuable in order to do so lol. That being said Poe just got way stronger to the point of possibly being unreasonably strong. Discard 1 card to kill a leader is nuts
Best comment i read about this topic yet 🫡
@ObiWanKainobi_III thx man
they need to introduce a keyword for specific vehicles that says something like "any upgrade on this unit cannot be removed from card abilities" or something like that. Or even if it was specifically meant for leader upgrades I would be cool with that.
i wish they had a contingency for blowouts on the space side.
something like, when this leader is defeat while it is an upgrade, put an "escape pod" token on it. It may deploy by spending its escape pod token. If it does, give it -2/-2.
this way it's not this oppressively huge threat (twice) against decks that can't deal with it for free, but it's not COMPLETELY blown out when you go for the space side.
there's not a great solution to this mechanic unfortunately. fundamentally built into the fabric of how card games work (things like card advantage and 2 for 1s), you'd have to have built in catch up mechanics or some sort of Lurking Tie ability to reduce the Lows.
sadly, i think this game has established a trend:
we got our power cards from set 1,
and every set since then will probably introduce a very small handful of staples, and a couple of pricy haymaker legendaries,
but most of the sets will have janky mechanics.
what this means is, premier won't change a ton overall,
BUT at the very least, draft will be fun & thematic with a clear identity, in each set!
Creators need to start videos on these cards by immediately clarifying that we already know for a fact that, yes, upgrade removal will destroy piloting leaders. The amount of people still lost on this everywhere is astounding.
That being said, what I don't like about the mechanic, is that it seems like something that happens with some cards/mechanics in card games, where it's too swingy, where the floor is insanely low and the ceiling insanely high. That leads to bad situations both ways, both as the one being completely run over by A-Wing into Chewie pilot because you didn't draw upgrade hate, or as the one having your pilot immediately removed for a single resource and falling helplessly behind. I hate these kinds of dynamics. Plus, I hate when in tcgs, some card or mechanic ends up forcing cards that should be sideboard cards into maindecks, and this one seems to fit the bill, think of deploying the leaders as pilots as basically a free Darksaber WITH AN ETB on top of it. It's obvious that it's beyond busted and will force people to load up on upgrade hate maindeck, which always ends up feeling awful to be forced into, because every now and then you'll run into decks without pilots and hate the fact that you have useless cards in your maindeck, because you can't afford not to. Anyway, let's see how the rest of the set will turn out, but based on similar dynamics I've seen from playing many tcgs over the years, I don't like where this is going.
I imagine there will be a number of these upgrades that are insane, forcing your opponent to choose which is going to be the more important removal. I have doubts that many will run that many varied removals in a 50 card deck. Unless we just see a bunch of random 1-offs of those kinds of cards
My guess is that multiple vehicles in the set will make their pilits immune to upgrade removal, although that won't help with cards like Fell the Dragon.
Fell the Dragon is non-leader only.
@@DiegoDeschain For the leaders and Chewbacca, yeah, I agree. So that leaves me with only Bossk for my entire comment to be any valid!
The leaders being upgrades are certainly interesting.
But if they Weren't, they would all immediately be S tier leaders with super op stats.
So overall, it was a good choice
What's the chances of new vehicles that say, pilots on this vehicle can't be targeted by enemy card effects
All they have to do is create a while this card is in place upgrades can’t be removed effect. And given the space theme there could be a large number of non-leader pilot upgrades so players have to be mindful how they use their removal. Heck for my control deck as I remove the opponent’s leader when it comes down more often than not. I don’t think this is gonna be a big deal.
Do you think set 4 will be first set to ever rotate out of the game, since the new revealed cards have a rotation mark on them?
A rotation mark?
@ yeah all new reveald cards have a letter A with a round arrow going around it and many speculate it is what set rotation will be marked with.
@@benomstream Maybe that means set 1-3 will be permanent and other sets will rotate around them?
i was about to say this, when i first looked at these cards and Chancellor Palp and I'm like why would anyone play the other leaders. Then i was reminded that there will be a rotation on sets ( that should start around set 7 if we get that far) then one theory is they will have six legal sets so the set one would be out when set 7 hits. @superbowler18 i don't think they will keep 1-3 they will probably reprint with the maker on that @benomstream saw
@@superbowler18 Yeah that’s what i was thinking about. Could be right.
I feel like the Upgrade hate will only be good, if there is a darksaber hate(or similar specific upgrade hate) again or a leader that uses alot of upgrades(including Piloting) and is constantly in the top 4 in tournaments.
May be wrong, but with the Jango TT, Sabin (without taking darksaber that frequently anymore) and Bossk Blue Meta, I don't see where the Upgrade hate would come up again. UNLESS the piloting keyword will be reaaally strong and the new set will bring back the upgrade/piloting spam
A simple update to the comprehensive rules that the leader upgrade itself (not the upgraded unit, just the upgrade) cannot be removed by an opponents card ability will at least make the leaders far more viable, they can trouble shoot the rest of it. I'd love to see our first counter play style card of like an escape pod or something so if a piloted vehicle is about to be defeated, the pilot can come into play as a unit. That's something I could see making the mechanic somewhat stronger into control/midrange
But then they feel crazy strong. Like +3+4 on a space vehicle that can’t be removed except by rivals fall AND the upgrade can’t be defeated either. And then they second option is also bs so they get a upgraded unit then if you deal with it they get a free 4,7?
@THSmjsmith 2nd idea, only if you have the card available and the resources to use it. A leader deploy is supposed to be strong isn't it? Not defeated by a 1 or 2 cost card so I'd say it's roughly right where it should be at that point...also rivals is available in one aspect...command, aggression and cunning decks with vigilance weren't going to use rivals anyway so they were always having to do something else which will be available to them still.
@@callumvaughan-floyd7711 so the second idea is like a card itself as an escape pod?
@THSmjsmith yea like counter spells in MTG but rather than saying no, it just reduces the impact slightly so the vehicle still gets defeated but you get the pilot, it'd have a cost and you'll have needed to draw it...can make it for non-leader pilots as well 🤷♂️
@ yeah but I feel as though the unit versions would have to be weaker than they’ve made them (because they obviously didn’t design them around this)
I know you were focusing on set 1 upgrade hate, but i think the most prevailent upgrade hate worrh mentioning is Poe Dameron. He is already in every hero deck that runs red, and a staple in one of the most common meta decks, Sabine.
Throwing this out there. The “rules” around how pilots will work, will likely alleviate the concerns around cards that target upgrades…
They so far have confirmed that anything that tries to take control of your unit with a pilot defeats the pilot upgrade if it's your leader card. I don't think they intend to make these immune to upgrade removal because then these cards would be broken. Counter play is healthy.
I wonder if calling it something other than an "upgrade" might work better to differentiate it from other upgrades and make it its own card type. Maybe the easiest solution is change the text to "deploy this Leader as a PILOT attached to a vehicle without a PILOT on it"? That way you would have to create cards that specifically target pilots to target them.
Cards are already printed bro they wont change text
Could it be that while pilots are played as upgrades, while they are on the battlefield they are still unit cards? The cards do say Unit at the top.
No they are Upgrades. Devs already clarified on x
I'm guessing there is going to be a rules update where leader upgrades can only be targeted by leader upgrade destruction (for example).
No Devs already clarified on X. They are in fact able to die to confiscate
@ObiWanKainobi_III bummer. Thank you.
IMO, while at the moment, tokens seem a little weak, I think that after set 4, your deck building is going to be way harder because it will have several different archetypes that you will have to contend with. It will be harder to counter every type with a single deck. All decks pretty much have something that it won't play well into. I think the tokens will get down the line. Just as I think some leaders that are not good now will probably get better as more cards come into play that fit the style they want.
I play upgrades already, they last until the unit is killed.
If you play all upgrade hate you will get ran over by pilotless ships and grounded pilots.
the other side of the leader did not say "upgrade" so it cannot be targeted by those "destroy upgrade" cards
It can. Devs already clarified on X. They are able to die to confiscate
@@ObiWanKainobi_III Didn't see that post... well... that will be the demise of the "pilot" mechanic. They could also add the "upgrade" tag to the other side of the card or something like that.
They probably should add upgrade to the bottom of the flip side for clarity.
Titles like this “Players are WORRIED about jump to lightspeed” is enough to negatively impact someone’s view of this set and subsequently the game. I wish streamers would understand their ability to influence people. This is a great game, it’s fun, it doesn’t always have to be viewed from an uber competitive light and can be fun for people playing without a netdeck/metadeck. Let’s support this game by highlighting the positives!
It seems like devs come up with "fun ideas" that are completely irrelevant in competition.
I’m sure that, while they function as upgrades, them being classified as pilots will mean that they won’t be affected by the ‘defeat an upgrade’ cards.
This is the first thing I thought of as well.
Devs already stated they are in fact upgrades and can die to confiscate. Via X
@@ObiWanKainobi_III Well, that’s a bummer
Bamboozle can't return a leader to hand. But the others work.
@@hidden-assets article 3.4.6 "If an ability would cause a Leader Unit to move to an out-of-play zone or change control for any reason, it is defeated instead."
I think leader upgrades are not going to be defeatable by regular defeat an upgrade cards
they confirmed they will be, confiscate, fang fighter defeat them
That being said: They can always make a rules update that pilot leaders are immun to attachement hate when they become so weak...
@@polli8555wouldnt be healthy for the game at all. Exception Rules make it very complicated for new players and even veterans over time
I love the idea, I feel like super sweaty neck beards are going to ruin this TCG for new players though. Hopefully the spotlight decks will help with entry level though
Aggression gets insane
I'm not 100% sure Bamboozle works here from your examples. Leader cards can't be returned to hand. But stealing an upgrade does defeat the pilot I know has been confirmed. I think people need to relax. These leaders seem to do something immediately so far. So, even if they remove the upgrade, you already have something out of it.
If I’m not mistaken the same rule covers returning leaders to your hand
@skrimchil5433 it might be. I'd have to check. Like I said, not 100% sure it works lol
It looks fun as hell to me, but I only play casually.
Just the out spoken minority are the only ones concerned. Just like any other TCG it’s always the minority that are the most outspoken.
Yeah it feels dumb
Another boba leader feels even more dumb. Like why do we have so much of this guy???
i watch all your content
There are a lot of wet blanket decks and cards in most TCGs, however, there are few TCGs with foundational cards that are present on the board from turn 1 and add a huge dynamic to the game like leaders. Having a wet blanket for that card is strange, but this is where the game design landed. Luckily leaders are not chase cards except the showcases. Maybe the innate abilities of the leaders will be enough for them to hit the table over set 1 - 3 leaders.
13:57 "ffg does a pretty good job at balancing sir did you not play xwing FFG is terrible at balancing
Completely different game
@@theprophet25 same company
Haters gonna hate!
I am out, I will leave this game and sell everything - going in a way i don't like. The cards don't look good compared to other tcg's.
No they are not.
+ I really dont like those SUPER CATCHY (misleading) titles...
(might even unfollow because of this)
Shadowed intentions main board 3 of, haha
It can't get be worst than Set 3. It's like a filler episode of one piece