High Stakes set review – yellow

As is tradition here at echobase after the release of each set we review each individual card from the set. Today we will be taking a look at the rogue cards within the set. We will be reviewing these in numerical order giving each card a score out of 5. A few cards we have given the ‘Legendary’ status and are highlighted in Purple. Let’s begin!

25. Cad Bane hits some important baselines: 17 points elite with 13 health. With these baselines he has the metrics of what is considered a ‘big’ in the ARH design space as this allows for deck inclusions such as Fury and Mandalorian Vibro-Ax. Cad has a good die; even when looking to push damage you’re likely to resolve that double discard to hamper your opponent. His passive ability, to move a weapon or equipment from an opponent’s character before they are defeated is reminiscent of Grievous way back when from Awakenings block. It’s a spicy little passive ability that will absolutely hamper decks that are reliant on redeploy weapons. His weakness will be into force blue ability packages, as he’ll reap no benefit unless a Quillioned Lightsaber hits the table. There’s not currently a partner for Cad that excites me, maybe Dengar is the best of the bunch for an all-in Bounty Hunter deck. I just can’t see Cad breaking into the meta anytime soon. (2/5)

26. Gamorrean Fighter – here’s a pro: parallel dice get me excited. I’m not expecting this guy to be competitive at all, but there’s some fun to be had with this guy. Good points cost to health/die ratio, everything about the design is fair. The power action is not particularly in your favour – a 33% chance to hit a value of 2 or higher. We are seeing some pretty high values on character dice so those odds are not looking good for our Gamorrean to win out [echo7: though even against Din Djarin, you actually have a 42% chance of beating him or getting a tie, 53% versus Benthic and 61% against Wedge]. In the event of a tie you do get to choose, which seems like a no-brainer that you’ll want to push damage, though you can remove the die the gain a resource, which could be clutch in some circumstances. At least there’s a pro to losing the power action. Also, note that you can trigger this ability when he has no character dice in the pool for a simple free re-roll of an opponent’s die (2/5)

27. IG-11 was one of our exclusive echobase spoilers and we went into quite an in-depth look at the possibilities of bringing villain cards over to the hero side. Click here to view our original article on IG-11. Thematically ‘reprogrammed’ by a hero engineer we’ll give IG-11 a (3.5/5) for now in a hero build. As a villain character he just won’t be picked up over Dengar. (2/5) If any character is going to ‘break’ the game though, it will be IG-11

28. Now it’s Personal has a huge potential if drawn and played at the correct time. Any card that can ready a character is worth considering; the limitations on this card are what may hamper pulling off the reset. Drawn mid to late game you’re happy, drawn round 1 your not likely to be keeping this in hand until one of your characters hit the dust. It’s the sort of bounty that I anticipate will be good to bring in with Greef Karga’s ability of bringing 2 additional bounties to the game – the additional of the Bounty Board will allow you to search for Now it’s Personal when the time is right, a combination even possible in a hero deck with eGreef/eRako/Extremist. It’s a card with such a narrow timing window that I don’t anticipate it will see much play. (2/5)

29. Chemical Strike – Dealing 2 damage to each character (yours included) seems like a bad idea. If you’re down to one character facing a three wide it’ll be worth it, but I’m struggling to see the benefit here in your standard deck build. It fits with the burn archetype alongside other ‘burn’ cards such as Everybody Profits and Inflict Pain. I can see this being good early game in a burn build but falling flat late game (1.5/5)

30. Grab. Scenario: I Headstrong two dice. I can then play Grab to gain 2 resources and have an opponent roll one of the removed dice back into the pool. The net result is I’ve removed 1 die for zero, and used 2 cards. It’s combo reliant – it’s not terrible but it’s not exactly setting my world on fire either. This fires and assists with ramp when you’re removing 3 or move dice, perhaps a blow-out Rout play. Perhaps Execute Order 66? That’s when it’s worth it, but you have to have removed a ton of dice, and then have this in hand to reap a resource advantage. (2/5)

31. Interdiction Field. If supports rule the meta, this could be a clutch card. Exhausting your Merchant Freighter to exhaust an opponent’s Megablaster Troopers sound good in theory but it’s only hitting the table if support decks become the norm. It does however have nice synergy with Path Engine. (1/5)

32. Self-Destruct is a great include for decks that are looking to push through a little bit of extra damage by sacrificing cheap droids such as MSE-Droids or STAP Droids. It’s a card designed for a specific archetype; and that archetype is villain Aphra. (4/5)

33. Smash is a 1 cost mitigation card with quite a high ceiling for value. Let’s start with the play restriction: you have to resolve a die showing damage. It’s not too limiting, but it relies on you having tempo and your opponent not removing the die. If your opponent lets you resolve a 3 damage side, you’re removing two of an opponent’s dice. That’s exceptional value. Worst case scenario your resolving a 1 or a 2 damage side to remove one die. The fact you’re resolving and removing, this is fantastic. I was initially high on this card… until I played a few games with it and whenever I had it in hand, I just couldn’t keep a damage side on the table to get use out of it (2.5/5)

34. Hostage Situation is a different avenue of mitigation. Playing the card you have to remove one of your dice to place an opponent’s character die on the card. In theory, it plays out like the old classic He Doesn’t Like You with the exception of costing you an additional resource up front. Your opponent can trigger the action on the support to gain the character die back and for you to gain a resource. The net result is removal for 0 resources and 0 actions (as the opponent has to use an action to get the die back). It’s convoluted, restricted to character dice, but it’s still good removal. (4/5)

35. Xanadu Blood has a very strong Power Action. You won’t be playing this support for its die, as the die is far worst than other two cost supports. The value is in the ability to move an upgrade from one character to another; moving a powerful non-redeploy upgrade to an opponent’s weaker character that you’ve been targeting is quite clutch. It can also act as psuedo-mitigation; opponent rolls in, Power Action the Xanadu Blood to move the upgrade across to another character, the matching upgrade die is then returned to the card and out of the dice pool.
You can also use this offensively on your own characters with a powerful upgrade such as the Vibrosword, Shien Mastery or Admiral: you can play this on a character, activate, resolve, then move to your other character to get an additional go with the die. This also gets around play restrictions, allowing you to move blue abilities to non-blue characters, or droid mods to non-droids. I like it. The downside is that you have to remove the die with the Power Action; your opponent will be wary of this and may focus on mitigating the die. (4/5)

36. Gas Bomb The only application I can see for this card is in a janky burn deck. I just can’t imagine this being played [echo7: if only it had had the bomb subtype…] (0/5)

37. Path Engine adds protection to your vehicles. Exhausting supports isn’t really a thing right now, though there are cards within the set such as Interdiction Field that does exactly that, and it does work if you’re the one playing the card. I just can’t see this making it into decks unless you’re perhaps looking for a cheap die to hit the table in a Fight Dirty build. Artwork though is outstanding. The context and application of the card is not. (1.5/5)

63. Din Djarin is the Premiere character of the set and the first character to enter ARH Standard with three varying points costs. Bringing this design space into the game: a three die start; I can’t think of a better character in which to do so. Din Djarin is fast, he’s aggressive, and he is rewarded in a resource when he rolls damage. He opens up a lot of options for deck building at the varying costs, Din Djarin comes to the game ready to fight. (5/5) Legendary

64. Han Solo – TK-710 For 12 points, you get 2 Veteran Stormtrooper dice, which are really good dice, with 3 damage sides and a resource side. They also don’t get removed when Han dies, which is a nice bonus. He also has a nice draw bonus. He does have a weakness with the popular event Roll In The Mud: this interaction doesn’t allow for the Veteran Stormtrooper dice to roll into the pool if played against him. This for me is his only downside. His stat lines are above average, an exceptional value character for 12 points. (5/5)

65. Kuiil‘s stats are clearly modelled on Satine Kryze, who set the benchmark for a solid 8/10 character. In fact, we’re looking at not only the same points and health, but the dice sides are identical apart from trading Satine‘s handy 2 indirect side for a single shield side. That’s a bit of a step down, plus we lose Satine‘s reroll ability, and trade the leader subtype for engineer, which prior to IG-11 would be a bad trade-off. We’ve seen that his Power Action can have strong interactions with cards such as Whistling Birds and Lightsaber Tonfas, he’s a solid support character that doesn’t fit in every build, but he can actually be build around. (3/5)

66. Fly Casual – I love the artwork and the title of the card. One for one removal is typically always solid, this one fits a specific build and the restriction is relatively easy to achieve. As a downside you may be forced to resolve a sub optimal side on your vehicle when you really need to mitigate the opponent with this card. (2/5)

67. I Have Spoken is one of my favourite events within the entire set. There’s a certain window within the round when this is best played, but I did see it used to good effect throughout the release event. I spectated a game in which Player A activated Din Djarin rolling lethal on the opponent’s Jyn. The Jyn player then played I Have Spoken, with the ambush action Jyn activated and subsequently rolled into showing lethal damage on Din; Din unable to resolve dice could not kill Jyn and resorted to mitigating a single die, the Jyn player then killed the Mandalorian. That’s an example as to why this cards so good: it’s in the change of tempo. It effectively gives you a 2 action reprieve. An alternative scenario would be if an opponent rolls big damage, you play this card, with the ambush you mitigate a die, an opponent takes an action not resolving dice, you then with your subsequent action get a second chance at mitigating. This card is soo good, give it a try. (4.5/5)

68. I Like Those Odds – There’s a fair few upgrade and character dice out there with 4 or more damage side where this card is pretty likely to net you a resource; cards such as Lightsaber Tonfa, Cara Dune’s Blaster, Wedge Antilles to name a few examples. Getting a re-roll and netting a resource is OK. Your window of play will be if you have no resources so you avoid the second half of the card and negate the potential loss. I just can’t really see this making your final 30, it’s still an OK card none the less, combining ramp with re-roll. (3/5)

69. I’m Alright Pal – We had an influx of character’s carrying the Guardian Keyword within the Redemption set and we have a few more within High Stakes, so there are quite a few targets who can benefit from this. I’m Alright Pal is Draw Attention with early round tempo; If the card had been grey I could see this making quite a few guardian decks, but as it finds itself in Rogue (and I can’t think of any yellow characters with Guardian off the top of my head other than Convergence Chewbacca [echo7: plus Lumpy]) I’m not entirely sure this will see much play. I’m confused as to why this card finds itself in this slot within hero yellow. (2/5)

70. Nimble Fingers brings us some Cobb Vanth love on the artwork. A zero cost event which allows for focusing a yellow die to damage if an opponent has more dice than you showing damage. A good window for play is after you’ve resolved a few of your dice and an opponent rolls in. Flipping a previously non compliant Din Djarin die to a 3 ranged, or a Vibrosword to the 2 (4) seems pretty good to increase pressure. It’s a solid card and should find a home in fast aggressive builds. (4/5)

71. Uprising – Nod to the art team for the thematic artwork here and for also including a ‘Solo’ movie scene. Uprising is a good support hate card that again has a narrow window of play; Ideally after an opponent has claimed. Get rid of that Entourage or Combat Droid. It’ll find a home if supports become prevalent. (3/5)

72. Stay Ahead is one the best plots this game has ever seen. Rewarding a fast deck with the ability to claim and remove a non-compliant die to deal 2 damage puts your opponent on a clock. There becomes a certain inevitability as you approach the late game; this proverbial clock will entice the opponent into an early claim and leave a few stranded dice in the pool. Tempo is a vital component to the competitive Destiny scene and this allows you to keep that momentum. When paired with Benthic, your opponent is ‘damned if you do‘ or ‘damned if you don’t‘ when it comes to the end of round claim. Brutal, but brilliant. I wouldn’t be surprised if this finds itself on a restricted list with Benthic in the not so distant future. (5/5)

gimme the cat meme

73. Razor Crest – Costing 2 resources the die is absolutely where it should be for its comparable cost. Arguably the best side on the vehicle is the double focus. The Razor Crest’s text is where this vehicle differs from other supports within the game. A built in defence mechanism against cards that rid supports such as the ever prevalent Desperate MeasuresDesperate Measures will eventually catch up with the Razor Crest on the second attempt if there is only 1 damage token on the support. It’s worth noting that if the support has 2 damage tokens on it, and then an opponent attempts to get rid of the vehicle, an additional damage token is placed on the vehicle before you check how many damage token are on it. As the Razor Crest is currently written, the support has to have exactly 2 damage tokens on it for it to be discarded, so as the support would then add a third token, the Razor Crest becomes immune to being discarded from play. In summary, the Razor Crest is a brilliant 2 cost support that’s absolutely worth your investment in the right build. (5/5)

echobase OP3 Whistling Birds Promo

74. Beskar Spear is a great 3 drop upgrade with the magic Redeploy keyword. Unblockable damage has been missing from the game of late so the additional text is a welcome bonus. There are enough modified sides floating around out there that you could punch quite a hole under someone’s shields with this. In a Jar’kai build this also looks like a monster. The artwork is fantastic too. What’s not to like? (4.5/5)

75. Whistling Birds is a fantastic and thematic 2 drop equipment upgrade. Area of Effect damage has always been strong but somewhat missing from the meta as of late, as the popular AoE cards, such as Fear and Dead Men, have since rotated out. An opponent is absolutely going to focus on mitigating this die once it’s in the pool, even more so if you have a modifier showing. It’s just an incredible 2 drop upgrade with quite a high ceiling. If you’re running hero Rogue, you’re running Whistling Birds. (5/5) Legendary

96. The neutral Yellow character of the set Greef Karga adds a Bounty Board and two different set aside Bounties to your board state and deck. It’s a really thematic ability, it helps in assisting bounty decks as you don’t necessarily have to clog your deck with bounties to increase your odds of drawing into them. Instead, you exhaust the Bounty Board and go searching. It allows for cards such as Forced Labour to be included in hero builds, and potential include 3 copies of Dead or Alive in your deck for some insane ramp potential. His die has two pay sides which no one likes to see, but between his ability, his health and points cost he is a very accessible and playable character. I expect ‘Dillon‘ to hit the tables. Shout-out to you if you get the reference. (4/5)

97. Boring Conversation Anyway – One for one removal with a simple spot requirement for when you are running spies. Simple, yet so good. (4.5/5)

98. Fake Your Own Death – If bounty decks become a thing then I could see this being a meta include. If it alluded to downgrades, rather than specifically bounties, then perhaps it could see fringe play. Outside of that scenario it’s staying in the binder. (0/5)

99. Rally the Covert – I mean the ceiling is pretty high for this card. Exhausting a supporting character to gain 4 Super Commando dice seems pretty good; unfortunately you have to instantly resolve those dice or remove them. It has got relative flexibility in play; pushing damage and/or last ditch effort in mitigating an opponent’s dice. It’s so unpredictable that I just can’t see the overall value in actually playing this card. The final game of the High Stakes release event ended in a ‘Rally the Covert‘ play, so maybe it’s not that bad? On average, you’re most likely to deal 2 damage, take a shield and remove an opponent’s die showing a value of 1 and that’s all for the cost of three resource and exhausting a character. It’s worth playing if you have an expendable character and your flush with cash but I just don’t think it’s that good. (2.5/5)

100. Slice Choosing the Detected card is nice, having an opponent remove a die of their choice from your pool, to subsequently look at an opponent’s hand to choose which card will become Detected is not so good. It’s OK in a Jyn/Han build, as your opponent won’t be able to play the detected card and it may also give you the chance to play that card with Intelligence Operation. Unfortunately, there’s a simple play around for your opponent and that’s to discard the card from play. If this card had ambush, it becomes very playable but unfortunately I feel this card will be resigned to the binder as is. (1/5)

101. High Stakes is the set’s namesake [echo7: eponymous] card. It takes the game to the next level, with yourself and an opponent starting with an additional resource. It’s a fun card, and if you’re floating a squad point then it is worth considering this as your plot. Dropping a Quillioned Lightsaber, Entourage or a Beskar Spear first action feels pretty good, but be aware that your opponent can do the same. If you have a game plan that resolves around ramping into money fast, then this of course kick starts that strategy. I’d like to have seen this plot have some kind of advantage to the player who brought this too the table, maybe something thematic like ‘After setup draw an additional card’ (Lando always had a card up his sleeve) just so that there’s a slight differential and pro to you, the player who bought this to the table. (3/5)

102. Ugly – Initially this seems like a really good Eject target. The vehicle enters play with an attached copy of Outdated Tech, which as a reminder reduces the value on each side of attached vehicle die by one. Once you’ve shed the Outdated Tech by removing the die from the pool, the die is actually really strong for a 1 cost vehicle. (3/5)

103. Darksaber. Oh boy. I’ll say it again: I’m an advocate for re-using dice and this iteration of the Darksaber re-uses the Way of The Force original die and what a powerful die it is. It’s going to cost you a measly 2 resource to drop this on a character. It of course has it’s downside: once attached character is defeated by an opponent’s effects you’ll have to pass this on to the opponent. That’s thematic as hell and I love it. There are ways to play around this though: you could play this on your second character, the character that is not the target of your opponent; that way if you’re running a two wide there is just simply no downside. Alternatively, if your character with this equipped is the target of your opponents anger, you could actually resolve your own damage dice when the character is near impending defeat and have it redeploy to your other character. (5/5)

That’s all for now. Our fourth and final faction review of Red will be out shortly.

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