Friday means article time!! And today we are going to cover a really powerful card that offers some amazing control elements: The Best Defense
1) This card is a 1 resource, red villain card. So per rules of the game, you can only include this in a deck with a red villain character. So what makes this card so great? Well 1 resource is a very affordable cost. In a game where resources are tight and every play matters, having a card be affordable and useful is a strong combinati on. The card effect is very straightforward, deal yourself damage and remove options from the opponent. But underneath the card text lies many options and ways to keep yourself alive and ruin an opponent's day.
2) This is another card where timing is most important. You really want to play this card at points where you can remove die faces the opponent really wanted to keep on their field. This really depends on the game state and situation you're in, but removing 2 resource dice or 6 damage or even 2 special die faces are good plays. This is the reason this card is very good, it offers a lot of flexibility and control. The most powerful use of this card is when your opponent least expects it. Imagine someone rolling 6 damage with 2 Luke dice, or spending cards to re-roll for a Sith Holocron special face, or Qui-Gon rolling two, 2 shield dice. Playing this card after those rolls will stifle the enemy game plan and give you round advantage.
3) The cost in resources to play this card is very affordable but the biggest downside to this card is the 3 damage you have to deal to yourself. Do note that the 3 damage can be blocked by shields, but it is still a large amount of damage. Running 2 copies of this card essentially means you can deal 6 damage to remove 4 dice. Depending on the team you're running this can be a hefty amount of damage. The nice thing is that we have seen cards that bring back Red Non Unique characters back to life. So with the proper economy, you can sacrifice your characters for this effect and then return them to battle later. In fact sometimes it's worth sacrificing a Stormtrooper with low HP to remove 2 dice that could deal lots of damage to your other characters with more HP.
The Best Defense is a wonderful card. It offers a lot of choices and removes a lot of options at a very balanced cost. 1 resource and 3 damage to a Red character is no joke, but neither is removing 2 dice. In test games this has completely ruined a good portion of a round by stripping the best dice available from the enemy. Usually forcing them to spend cards to re-roll their dice. This also opens up your actions to continue your strategy while the enemy has to spend actions and cards to stabilize their playing field. Let us know what you think. Do you plan on running this card? Is 3 damage too much to run this card in your deck? Does that poor Stormtrooper getting shot have a name?