Alderaan's Promise pod

By AussieJedi, in Star Wars: The Card Game - Rules Questions

So... really perplexed by this new pod.

As the text reads: When this objective is destroyed, increase the Death Star dial by 1.

Why would I take this? Is it because that it is 6 damage, with 2 resource, or the fact that the pod is centered around moving damage from the objective?

Also The card in the pod named Alderaanian artist is really a tough sell for me. how does this card synergise with the rest of the set.

Am I wrong for partly loving the pod, if only because some the art is SPECTACULAR, ie: Diplomatic Presence and Tantive 4?

Any tips on how it could work with other pods, please.

Edited by AussieJedi

Artist is fantastic for edge battles and taking the force at 0 cost, which Rebel Alliance has a very hard time with. I think he's my favorite card in there. Also with 2 health, he won't be an instant force choke fodder.

I would NEVER use the objective. You'll get a bonus to Bail, but there's only one of him in the pod.

Bail Organa isn't great, but he's better then Mon Mothma, and I guess you could throw him on the force, and keep him ready when you need a blocker.

Tantive 4 seems pretty overcosted to me, but it should keep the DS from feeling too comfortable.

edit - I would post this kind of question in Strategy, not Rules, next time.

Edited by Sephirex

Thanks for the tip on where to post. I thought it was rules orientated... sorry.

Great advice, thanks.

Why would I take this? Is it because that it is 6 damage, with 2 resource, or the fact that the pod is centered around moving damage from the objective?

Yeah, the concept is that you play Alderaan's Promise, then attach Diplomatic Presence to it, so the only way your opponent can attack it is to have enough units to attack all 3 of your objectives. And then you use Misdirection to move any damage it does take. But considering you're chances of pulling AP are 1:5 (if you're using 2 sets) while your odds of pulling a DP or Misdirection are 1:25, its not likely to work very well.

I haven't looked to see what other cards might work to help keep this one in play. Still, I'm just not sure its worth it at this point, seeing as how all it gives you is 1 extra Tactic pip.

If I pulled the Objective on my first turn, it'd be the card I buried at the bottom of the objective deck so I wouldn't draw it. If you have to play it as one of your objectives, you'd better hope you pull Diplomatic Presence early.

I think that Bail and Artist are good cards (Artist is actually top notch) to use just to sit in the back and keep the Force on your side. Misdirection is a 0 cost card that's good no matter what objectives you have in play and Diplomatic Presence can be used to protect any objective too.

I wouldn't touch Tantive V with a 10' pole at this point. Its not even good for tossing in an Edge battle.

Man... just reviewed the other 5 cost Light-side units. Seriously.... how did Tantive V get set at cost 5? Look at the Redemption, Home One, Obi Wan, Renegade Squadron, or the Falcon. Tantive V isn't anywhere close to any of them in ability or attack damage. Searching your top five cards for a unique unit is not worth the cost of this card. Especially considering that if you just spent 5 resources to play Tantive V, you're probably not going to have enough to pay for whatever unique card you just drew. So you'd probably have been just as well off waiting to draw that card on your next turn.

Did FFG make a mistake and put the wrong cost on it?

clearly FfG's cost structure has some flaws. look at chewbacca and compare him to every other 3/4/5 cost unit in the game and explain that one.

Or the cost structure is different from what you want it to be.

Edited by PBrennan

It's even worse when you realize it is a Limit 1 objective.

It's even worse when you realize it is a Limit 1 objective.

Still not as bad as Asteroid Pursuit.

Edited by Sephirex

Or the cost structure is different from what you want it to be.

or what it should be to keep the game balanced and fun, but I'm not an FFG fanboy, so if I feel like something was designed poorly, I'll speak my opinion. however, It's pretty clear from your posts like this one and your "heroes" thread on cardgameDB (among others) that FFG can do no wrong in your eyes and that everything they design and put out is perfect.

I also find it funny that you edited your original post that was replying to chrome, to retort mine. keep up the good work, and tell the FFG development team I said "hi" lol.

Not to add to the argument, but personally I can't think of a lot of situations as Alliance I'd be comfortable using 5 resources to put down the Tantive.

Highly edge dependent, no blasters, low force. Maybe another card later will really make it shine, but the Alliance doesn't use many character units, and if you're using another faction, this probably isn't a set you'd even need.

All I'm doing is trying to do is keep the conversation balanced until others have had a chance to try it for themselves. I'm remembering back to the early conversations when the game first came out and every one was crying that the LS couldn't win ... until people worked it out. So, truly, nothing personal at all, just offering different views.

Edited by PBrennan

All I'm doing is trying to do is keep the conversation balanced until others have had a chance to try it for themselves. I'm remembering back to the early conversations when the game first came out and every one was crying that the LS couldn't win ... until people worked it out. So, truly, nothing personal at all, just offering different views.

then you should give some reasoning behind why you feel point costs are right where they should be. the only thing you said to chrome before you edited the post was "it costs 4 because they wanted it to be 4", and then of course your reply to me.

not to derail this thread, but give me your opinion on the shadows of nar shaddaa set.

Sure. I think Nar Shaddaa is a below average pod. In the current meta I score it a 29 out of 60. I've played with it quite a bit. Weequay seem expensive at first, but getting 4 of them out can cause trouble for the LS objectives and setup end game clock acceleration. It's hard to get the Assassin Droid into a useful combat situation, but it is a really fun card when it goes berserk - it's more of a carnival card. Protection and Spice Vision complement the effects. So it's a nicely constructed pod effects-wise, but it has no game-winning cards in it. It's one of those pods that are looking for future pod combos to help make it shine.

FFG get a ton of feedback on card costings through playtesting - that I can confirm. I know they put a lot of thought into it, and when a card's cost is high, it's for a reason. That reason may be because they plan to bring out complementary pods later, or because they want the Scum to be lesser in the meta now and better later, they want the heroes not to be over-shadowed ... who knows, not privy. What I do know is that it's pointless to compare individual card costs (the cost structure most have been using), as other cards in its pod, combo's, force icons, where it fits in the faction, usefulness in mixed decks, future plans for combos, etc, all need to be included in the cost. So when I say it's costed 4 because they wanted it to be 4, I can't say what exactly the underlying reason is but I am confident it's not an unthoughtful or incompetently constructed cost. Might be wrong, don't know. So yes, in this instance, I thought a fanboy approach might prove an interesting insight to forum readers.

Having said all that, I'll probably stick to just rules stuff from hereon ... I'm not sure there's a lot to gain (for me) by participating in card comparison conversations.

So when I say it's costed 4 because they wanted it to be 4,

Well if they wanted it to cost 4 then there's definitely a problem b/c the one I have costs 5. ;)

Yep, sorry, we were referencing another discussion over at cardgamedb. Apologies all, moving on ... :-)

PBrennan makes an excellent point here.

As an example, we were all scratching our heads over the reaction text of the bulk cruiser in "Hoth Evacuation". Putting 2 cost characters into play seemed like a pointless exercise. Now with the new 'Put into play' 2 cost characters in the new smuggler pods, a good pull of saboteur, bothan spies, and cloud city informants could be devastating during a battle.

EDIT: i didn't understand your post at first but after a few read throughs i got it.

Edited by bobafett012

Well, I played a game last night and the deck posed some issues for my opponent. I had Decoy at Dantooine (x2) and Alderaan's Promise out. My opponent had actually destroyed five objectives (i think) before he actually won the game. It was a real headache for him.

Also I had Alderaan Artist and Bail committed to the force (6 force from just two cards) and he had four force from all three cards used. I could have easily used that card to really get the force if I needed to. It was awesome.

I had some great games, some harder ones (when resources were light), but overall I was actually happy with the deck. Will try it again.

Thanks for the rules tips everyone.

I think Alderaan's Promise set seems overcosted because Diplomatic Presence is a powerful card. If you pair this set with Opening Moves (The first engagement your opponent declares during his conflict phase must be declared against a Yavin 4 objective, if able.)...and happen to put Diplomatic Presence on Opening Moves on the first turn, I think that your objectives cannot be attacked in combat.

Edited by wishasc

I think Alderaan's Promise set seems overcosted because Diplomatic Presence is a powerful card. If you pair this set with Opening Moves (The first engagement your opponent declares during his conflict phase must be declared against a Yavin 4 objective, if able.)...and happen to put Diplomatic Presence on Opening Moves on the first turn, I think that your objectives cannot be attacked in combat.

Not quite. The "if able" phrase keeps that lock down from working.

I think Alderaan's Promise set seems overcosted because Diplomatic Presence is a powerful card. If you pair this set with Opening Moves (The first engagement your opponent declares during his conflict phase must be declared against a Yavin 4 objective, if able.)...and happen to put Diplomatic Presence on Opening Moves on the first turn, I think that your objectives cannot be attacked in combat.

Not quite. The "if able" phrase keeps that lock down from working.

I hadn't considered that...that makes more sense. It seemed like too powerful of a combo, even considering the low likelihood.

If there are no eligible Yavin 4 objectives to hit, because DP is on it as per the example given, then all the other objectives become eligible. That's what the "if able" means.