" Choose an opponent's die and force them to resolve it, if able."
Does this mean you can make your oppoent remove a +3 jetpack dice , and they cant resolve it ?
Or they cant resolve it , so it stays out in the pool ?
" Choose an opponent's die and force them to resolve it, if able."
Does this mean you can make your oppoent remove a +3 jetpack dice , and they cant resolve it ?
Or they cant resolve it , so it stays out in the pool ?
It forces them to resolve it, if they can legally do so (and it still only resolves one dice, so they can't resolve a modifier). However there is nothing in the effect about removing it if they can't resolve it, so it will stay in the pool. It's to force them into resolving unfavourable dice, not removing them.
It will force them to resolve it alone though, so you can use it on their only unmodified die to strand the rest, or get something like Vibroknife out of the pool. It will also work on specials with preconditions, such as Crime Lord, which could be handy.
Not a great card by any means, but it does have its occasional uses. Probably binder fodder though.
Ok thanks , I have two of them and thought I'd give them a go , but cant really see the benefit , and they take up space in my deck.
I can see it being useful against cards like Force Throw.
Let's say your opponent rolled first and got that dreaded special, you can force him to resolve it and now he has to use it on one of his own die.... Or if he rolled a disrupt and you have no ressource left anyway.
I quite like this card. I probably won't run 2 in my deck because there is so many option now, but I could see me use 1 from time to time.
Yeah this one, and for villains it's pseudo-companion Doubt, are always on the fringes of my decks. They're situational, with a little bit of risk to them actually being useful, but zero cost control cards can't be outright dismissed. Resources are such a bottleneck in the game, that anything that lets you interact while progressing your position elsewhere is worth a look.
50 minutes ago, RJM said:Yeah this one, and for villains it's pseudo-companion Doubt, are always on the fringes of my decks. They're situational, with a little bit of risk to them actually being useful, but zero cost control cards can't be outright dismissed. Resources are such a bottleneck in the game, that anything that lets you interact while progressing your position elsewhere is worth a look.
Doubt is really nice. I like it a lot.
Sadly, the only time I've used it, my opponent got the same thing he already had... so it's kind of a risk.
I like that both negate Force Throw. That dice is OP.
1 hour ago, Kieransi said:I like that both negate Force Throw. That dice is OP.
Is it though?
In a world where your opponent is cheating their dice out and resolving them without having a chance to interfere, I think Force Throw loses some of its lustre. Especially when it's non-special sides are generally worthless.
It is situational for sure. If your opponent's jet pack had its special and they were the only one with melee damage, it can be rather mean. Otherwise it is a cheap way to make them remove an die with a less than desirable side. If this was anything other than 0 cost gray card, it would be worthless. As it is, it is a good pauper card.
I'm also thinking it's a good way to get Snap or TIE Pilot out of the dice pool.
Well, I guess "good" is relative, since TIE Pilot has 4 unresolvable sides, but still.
Honestly, this really should have been Ambush. The ability itself is okay for no cost; the fact that it speeds up your opponent while slowing you down is what kills it, IMO.
20 minutes ago, Abyss said:Honestly, this really should have been Ambush. The ability itself is okay for no cost; the fact that it speeds up your opponent while slowing you down is what kills it, IMO.
You don't do it to speed up your opponent, you do it to reduce his options.
Force him to resolve the 1 Range die he has and leave the +Range dice he has on the table unusable.
Force him to resolve the 1 Resource he has on his Vader die instead of Turning it to a 3 Melee with Bait and Switch or Force Strike.
Those are the type of plays you are looking to make with Confidence and they are very favorable for you. The question is going to be how many times a game will you get to make those sort of plays.
The card could be good, bad, or average depending on the situation.
4 hours ago, Starbane said:You don't do it to speed up your opponent, you do it to reduce his options.
Force him to resolve the 1 Range die he has and leave the +Range dice he has on the table unusable.
Force him to resolve the 1 Resource he has on his Vader die instead of Turning it to a 3 Melee with Bait and Switch or Force Strike.
Those are the type of plays you are looking to make with Confidence and they are very favorable for you. The question is going to be how many times a game will you get to make those sort of plays.
All of which speed up your opponent. Yes, you force them to resolve a bad dice, which is the main effect. But in terms of action economy, it costs you an action while giving them a free action (even if it's not an optimal one). That's bad.
If it was Ambush, it would be 'action neutral', while still being justified at 0 cost because it's worse dice control compared to 1 cost 'remove a dice' effects.
9 hours ago, Abyss said:All of which speed up your opponent. Yes, you force them to resolve a bad dice, which is the main effect. But in terms of action economy, it costs you an action while giving them a free action (even if it's not an optimal one). That's bad.
If it was Ambush, it would be 'action neutral', while still being justified at 0 cost because it's worse dice control compared to 1 cost 'remove a dice' effects.
It is not a given you speed them up. If you take their only nonmodifier ranged damage die they may reroll indstead of resolving all their damage. That would be action neutral and save you the modified damage.
However, even if you give them a free action as you suggest, you are overselling the negative effects of that. Action economy may be the single most important aspect of the game, but you have to get value out of your actions. Taking more actions or taking your actions faster is not action economy if you don't get tangible value from those actions. Anybody who has played enough Han/Rey can attest to the fact that additional actions doesn't always translate into an advantages position.
All that being said, I'm still uncertain if Confidence will ever be worth putting in a deck.
It certainly wouldn't be good in a deck that relies on claiming the battlefield. It feels more of a late turn card, with the zero cost and when you are passing and they are discarding to reroll. It does stop those modifiers from getting used at the cost of the battlefield.