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 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 0/1-5, 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.
The cards with medals are the 3 stand out cards of that faction and color in the set.
There are links to all the other parts of the set review at the end of this article!
1. GREY CARDS:
There are a lot of presumed "staples" printed in the set, and while we still need time to evaluate how powerful the new design spaces will be, it looks pretty meek. There's honestly not a lot of interesting stuff here - and I guess we will mostly be looking at the Battlefields!
2. VILLAIN GREY CARDS:
SEPARATIST CONSPIRACY (2/5)
IF you can create decks with several Leader characters and gain a 2+ card draw advantage every round this plot could be pretty good, but I don't really see that happening! eCassian/eRex maybe? But apart from drawing more cards you'll also need a way to maximise the benefits from the card draw, i.e. play several upgrades or control the game through events, etc., which in turn means finding ways to generate resources and most support characters who allow you to do that are not leaders (apart from Jabba the Hutt3, Wat Tambor aka Tin Man and Satine).
ASSASSIN DROID (3/5)
Treat this Droid as always having at least a 1 damage side and it actually looks pretty good - maximum damage output of 3 damage is a bit weak though, even if you are always guaranteed 1. It's obviously going to be interesting to see if you can fit this into a Doctor Aphra deck to take advantage of her Droid discount. Would I play this Droid at 2 resources? Maybe ... it's not really THAT tempting, but at least it is the most likely to be played with Aphra.
3. NEUTRAL GREY DOWNGRADES:
SHOCK COLLAR (0/5)
2 Resources for 1 damage a turn is REALLY BAD! The return of that investment is so low that it'll never be worth the slot in your deck!
Reducing a character's health is a tricky effect. Playing this card can potentially be lethal damage and is in any instance 1 unblockable damage. In a world where Shields are getting important again, I'll rate this as marginally better than Shock Collar, although it probably won't find it's way into my decks. Had it been a Bounty on the other hand ...
4. NEUTRAL GREY EVENTS:
BACTA THERAPY (2/5)
The ceiling for Bacta Therapy is insane ... healing 5 damage off Palpatine is Rise Again level, and might even offset the loss of that event with rotation. That's of course primarily on Palpatine3 - most other characters would be a heal for 2-3, which is ok'ish. It's essentially every deck that gains access to healing, which has up until now been almost exclusively within Red Hero reach. Field Medic, First Aid and Mend are of course all far superior to Bacta Therapy and I don't think it'll see much play outside of Palpatine3 decks.
Since Convergence is essentially the base set for the Convergence cycle and the basis of the new Standard Constructed, Block (and Dodge) had to be reprinted. They didn't see much play previously and are too high variance. Even with mitigation becoming a bit weaker, that'll change with coming sets and the stock of these cards will fall accordingly.
Same as Block.
ELECTROMAGNETIC PULSE (2/5)
Free mitigation is good, but it is HIGHLY limited. If it had said Support die rather than Vehicle die, it might have seen consistent play. Obviously, this card is going to be meta dependent and will be your go-to card if Grievous, Aphra or Vehicle decks become top decks in the competitive field.
NEAR MISS (1/5)
Removing 1 dice for 1 Resource is where most removal is at these days ... but since subtypes are yet a very unproven design space the provision becomes extremely prohibitive and unless decks are commonly constructed around this It's going to see little to no play.
This card is impossible to rate until we know how strong Downgrades are going to be in the meta. My immediate guess is that they are not, which would then be the downfall of Unshackle.
5. NEUTRAL GREY SUPPORTS:
FICKLE MERCENARIES (3/5)
Another cheap support introduced in Convergence alongside the STAP Droid and Hired Muscle (Allies of Necessity), which is super high variance. It has dope die sides for 1 Resources, but the Action, and the risk of losing them is pretty interesting ... actually I like that design. If you have plenty of resources or a way of controlling your opponent's resources, I'd probably consider it - if NOT, then stay away from them! Going to be interesting to see how many Fickle Mercenaries get lost in your opponent's deck after a game!
6. NEUTRAL GREY UPGRADES:
GRIEVANCE STRIKER (3/5)
The Grievance Striker is a pretty decent weapon on General Grievous (where it would probably be 4/5), probably wouldn't waste time playing it with Obi-Wan Kenobi. Redeploy on a 2cost upgrade is always nice and the damage sides are decent, while the damage dealt when playing it is great ... we've seen how good that was with the Crossguard Lightsaber on Kylo Ren!
PROTECTIVE SUIT (0/5)
NOPE! Although it's nice you can bring it back to your hand and pitch to reroll if you don't need it anymore, it's still not worth it ... until Downgrades becomes a thing - which they won't ...
PUNCH DAGGER (1/5)
Nobody used the Hunting Rifle which is the Ranged damage equivalent of the Punch Dagger. Not even Mother Talzin! The best side is the Resource side, so at best you are breaking even on the round you play it .... BUUUH!
SONIC DETONATORS (2/5)
That's a really expensive upgrade! It kinda tries to offer the same versatility of the EMP Grenade but that one removes vehicles, which can be massive in a world of hardhitting supports or Thermal Detonators which are more consistent. The die sides are actually NOT bad, so if you are looking for the Discard sides it might be worth considering. The Special is versatile, but feels pretty bad.
7. NEUTRAL GREY BATTLEFIELDS:
COMMAND CENTER (2/5)
I HATE COMMAND CENTER ... It's incredibly annoying ... it can also be very very good, although I've only ever seen one deck truly take advantage of it, eJabba1/eTarkin.
DEATH WATCH HIDEOUT (2/5)
This is a cute alternative to Outer Rim Outpost. This is obviously really good if you play Satine Kryze, where I'd rate it at (4/5), while there are better alternatives if you don't play her!
FIGHTING PIT (3/5)
This is going to be great if you play Vader3 or any other character with huge sides on their character dice! It also has pseudo mitigation built into it - I'd definitely consider this for aggro decks!
LAIR OF GENERAL GRIEVOUS (2/5)
Dealing 1 Indirect damage is not that powerful from a claim, but if you play Grievous and can deal 1 damage, then it's MUCH BETTER (4/5)!
MEAN STREETS (3/5)
Scoundrels will be in, which means that this Battlefield can easily become a liability for you, BUT it does give you access to some expensive events which could prove massive!
MILITARY CAMP (4/5)
So, speed and rerolling a die for troopers - sounds good! This Battlefield will most likely be dead for any other deck than yours, which makes it a good choice if you play a troopers deck!
SALT FLATS (4/5)
This is an incredible Battlefield! There are so many strong Leaders out there and I'd definitely consider Salt Flats one of the contenders for the Battlefield of choice once Theed gets nerfed! Free Focus!!! WHOOP WHOOP!
WATTO'S SHOP (3/5)
A free Recycle! This could be awesome with Vader's Fist as you get to use the play ability twice (it'll take you some time though, but still)!
BLUE VILLAIN REVIEW
RED VILLAIN REVIEW
YELLOW VILLAIN REVIEW
BLUE HERO REVIEW
RED HERO REVIEW
YELLOW HERO REVIEW
BLUE NEUTRAL REVIEW
RED NEUTRAL REVIEW
YELLOW NEUTRAL REVIEW