Spark of Hope Set Review - Yellow Neutral


A NOTE ON CARD RATINGS:

The card ratings are mostly created in a vacuum and for Standard Format exclusively. Some cards are much better in Trilogy or Infinite Format, and notes are sometimes made of this, but the set is reviewed from the point of view of Standard Format play.

It is always going to be difficult to adequately rate a card, and all the ratings are obviously going to be subjective, although we have tried to proximate an objective rating. The rating system is 0-5, with 0 being absolutely useless, 1 being the rating of a card that will rarely see play and 5 a card that will become a staple in many decks and will most likely feature heavily in competitive play.

There are links to all the other parts of the set review at the end of this article!

1. YELLOW NEUTRAL CARDS:
Written by LAKE QUITTMEYER & CLAUS STAAL

Yellow Neutral has loads of really bad cards, and just a few highlights in between. We are used to yellow offering some really good mitigation, but there really isn't a lot on offer in Spark of Hope, and while there are a few great events, it's mostly either very situational or outright bad cards. Remember that Convergence gave us Entourage and a reprint of both Truce and Electroshock, so we are used to getting the good stuff.

Mr. Bones will be happy though and there are a few goodies for Bounty Hunters as well in an otherwise uninspired batch of yellow.

2. YELLOW NEUTRAL DOWNGRADES:
review76jpgDEAD OR ALIVE (5/5)
Holy cow, what an insane card. The constant resource generation this card gives is enough to give a very a serious look at playing Bounty Hunters in my opinion. Finding this in your starting hand will not only net you (probably) 2 resources, but also trigger all the abilities that requires spotting a Downgrade - Bounty. Whether you recycle the Bounty for resources with 4-LOM/Zuckuss or use it to trigger damage and reap resources with Zuckuss/IG-88 it might just be what every scum in the Galaxy has been waiting for.

3. YELLOW NEUTRAL EVENTS:
review77jpgBAD CREDIT (1/5)
Even less playable than its cousins Block, Dodge, etc. It's incredibly limiting only being able to remove Resource sides, and they are often much less prevalent than Damage sides. Even if most character dice will have a Resource side its effect is going to be minimal and you'll probably often be stuck with it in your hand having to pay 2 resources to just remove a single die.

DISASSEMBLE (2/5)
Most diceless supports are 1-2 cost, which does make Disassemble a bit of a bad trade-off. I'd still prefer Vandalize, which can be used against any support or upgrade, and I'm not sure the ability to remove a Downgrade is good enough to justify the 2 resource cost. And I'd be annoyed drawing this when I just need to remove that 0-0-0 or Mr. Bones. It does speak to its advantage though that it can remove both Supports, Upgrades and Downgrades, which cannot be done by cards like Dismantle or Desperate Measures.

ENCIRCLE (3/5)
Strong in theory, but I question how often you can remove a meaningful amount of opposing dice when balanced against how many you yourself lose. Essentially, what I mean is that I think that rolling out 3 characters and resolving their beneficial dice will take so long that many of your opponent’s character dice will have left the board already, and if you want to hit your opponent’s dice you might have to hit some of your own. It is still a very powerful effect, and things like action cheating could make this card playable, and it could be used in conjunction with Ewok Ambush, Military Camp and Hoth Troopers, etc.review78jpg
I PERFORMED VIOLENCE (4/5)
I am going to give this card the same rating as Mr. Bones, because for my money it is only worth playing with him. It is pretty gross with Mr. Bones though, potentially allowing up to 5 unblockable damage and a reset. Even the lower damage end of 3 damage is still pretty attractive. You might consider playing it with BT-1 and 0-0-0, but Aphra decks are already pretty stacked with good cards and I Performed Violence will probably not make the cut for that deck archetype.

KINSHIP (3/5)
If you can make a decent 3wide team of characters that share a subtype this will be the best Well-Connected effect for them, which I think is enough to leave this card with a 3 rating. Getting 6wide sharing a subtype and allowing Yellow cards would require Ewoks, and we are NOT going there!

OUTPACE (2/5)
Outpace is a part of a cycle including Clever Distraction and Off The Sensors, and it seems to be roughly tied with the Red version, but worse than Clever Distraction. I think the card is kind of 'whatever', though. Removing a Leader die is nice, and Disrupting is a bad, but not useless fallback I suppose.review76jpg
PRACTICE MAKES PERFECT (0/5)
Don’t play this… not even in Trilogy Format.

REVERSAL (2/5)

The playability of this card solely hinges on how the meta will end up playing out. Reversal is too expensive to see play unless the meta is in a place where you have targets that have to both reliably be present, and either otherwise unremovable or incredibly beneficial to resolve. In the past Reversal was good against things like Shadow Caster and Vader3’s dice, and we would be looking for something similar for this to see play. I’ll give it a (2/5) based on its previous record of seeing very narrow windows of play, but not none.
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SIMPLE MISTAKE (0/5)
Wayyy too expensive for an already gimmicky effect.

UNIFY (0/5)
It's a combo piece meant to go together with cards like Kinship, Support Of The Tribe or even Droids' Day Out. Combo pieces though are really hard because their value has to be assessed in relation to other cards that has to appear in your hand simultaneously. Unify though seems to be extremely bad. It has absolutely no value without another supporting card.

4. YELLOW NEUTRAL PLOTS:
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ANY MEANS NECESSARY (1/5)

Looks like a 4fun Plot to me. Most dice are going to be at least 1 or better, and I don’t expect Shields to be prevalent enough, unless Yoda2 becomes a thing for real, for the cost of this plot to outweigh the disadvantage of character strength it inflicts on your point total.

5. YELLOW NEUTRAL SUPPORTS:
review75jpgCANTO BIGHT SECURITY (3/5)
So the card’s stats are serviceable, albeit nothing special. The passive ability however is the big deal. I gave this card a (3/5) because it is playable regardless of meta, but it shoots up to a (4/5) if mill decks are viable, and it goes to a (5/5) if mill decks are a major part of a given field. I have played cards with this identical effect in other games, and it is as punishing as it looks.

MINING GUILD TIE FIGHTER (2/5)
This is vehicle is just kind of… bland? Sure it has its passive ability going for it, but its nothing to write home about.

6. YELLOW NEUTRAL UPGRADES:
review77jpgBOUNTY HUNTER MASK (1/5)
I’m not really in the market to have to draw a card from my deck to enable Bounty Hunter synergies, which really is what this is for. I could be wrong, and even though it also offers +1 Health I’ll confidently give this card a low rating for now.

DX-2 DISRUPTOR BLASTER PISTOL (3/5)
This is basically a ranged Vibroknife. It lacks the Ambush but it does have better damage sides. If Shields become important during this card's life cycle I expect it to be quite playable, and obviously helps against Riot Shields and Armor Platings, but until then it is just another 2cost gun.

BLUE VILLAIN REVIEW
RED VILLAIN REVIEW
YELLOW VILLAIN REVIEW
BLUE HERO REVIEW
RED HERO REVIEW
YELLOW HERO REVIEW
BLUE NEUTRAL REVIEW
RED NEUTRAL REVIEW
GREY CARDS REVIEW