1. YOUR GUIDE TO REMOVAL - CONVERGENCE ED.
Written By LAKE QUITTMEYER
For the purpose of structuring this article, I have decided to separate all the removal cards into 6 separate tiers. The formula for determining the strength of any given card is a mix on how strong it can be in a vacuum, as well as how well it fits into the current meta (Standard Format primarily). That being said don’t overly worry about what should be where too much, there are plenty of arguments for a given removal card to be in a higher or lower tier than indicated in this list, and everyone will have a different idea on how this list should look in their own head, not to mention meta shifts usually alter the importance of various removal cards. The primary point of this guide is to serve as a general guide to use while deckbuilding, not the end-all be-all objective list on subjective card strengths.
TOP TIER is home to all-stars that are going to be the first set of removal cards you are going to want to look at while deckbuilding.
MIDDLE TIER removal is mostly home to cards that are just a cut below top tier removal. Not quite the best, but not terrible either. A few would be top tier, if they had better decks they could slot into and that holds them back from being as playable as the omnipresent Top Tier removal pieces. Once you exhaust Top Tier options during deck building this should be your next stop.
LOW TIER cards are stuck in limbo between Middle Tier and Bottom Tier. Many of these cards aren’t terrible in theory like Bottom Tier, but they just tend to not be particularly sought after during deck construction unlike Middle Tier Cards that get their occasional chance to shine. If you want to get spicy this is a good place to look, cards here are frequently forgotten about and therefore are less likely to be played around. It’s worth mentioning that Low Tier cards become a lot more attractive in formats with limited pools, like Trilogies for example.
BOTTOM TIER is well… just bad. You better have a really REALLY nifty reason (like playing a limited format, i.e. Trilogy, Draft, or some crazy new deck) to be running these. These will only have brief write-ups, they aren’t worth too much attention. A few of them might break out one day, but most won’t. A lot of these are perfectly serviceable in limited, and a few are fine in the Trilogy format.
SITUATIONAL REMOVAL is home to cards that are only functional against specific decks, and not entire fields which can be a significant drawback. This category is home to all of the “Hate” cards.
INCIDENTAL REMOVAL cards destroy supports and upgrades, which incidentally removes their dice as well. There are wildly varying playability levels that can be found here, so don’t completely write these cards off during list building.
2. OVERVIEW OF THE TIERS:
A SINISTER PEACE, AERIAL ADVANTAGE, AUTOMATED DEFENSE, BEGUILE, DOUBT, EASY PICKINGS, ENTANGLE, FLANK, FLEE THE SCENE, FORSAKEN, HIDDEN MOTIVE, INDIFFERENT, INTO THE GARBAGE CHUTE, MEASURE FOR MEASURE, OUTGUN, PACIFY, SNUFF OUT, SUPPRESSIVE FIRE, THE BEST DEFENSE
AT ODDS, BY ANY MEANS, CHANNEL THE FORCE, CRASH LANDING, DEFLECTING SLASH, DISCIPLINED MIND, ELECTROSHOCK, HASTY EXIT, HONOR GUARD, I AM YOUR FATHER, IN THE CROSSHAIRS, ISOLATION, LACK OF FAITH, MISLEAD, NEAR MISS, OVERQUALIFIED, REPULSE, RISKY MOVE, ROUT, SORESU MASTERY, SPELL OF REMOVAL, SUPERIOR POSTION, THE FORCE IS WITH ME, UNBREAKABLE, WAY OF THE LIGHT, YOU WERE MY FRIEND
ART OF WAR, BATTLE FATIGUE, CHANCE ENCOUNTER, CONVEYEX ROBBERY, DIVISION IN THE FORCE, DOMINATION, EXTERMINATE, FIGHT FIRE WITH FIRE, FREE FALL, GLANCING SHOT, HONORABLE SACRIFICE, HOSTILE TAKE OVER, I AM THE SENATE, IMPOSING PRESENCE, PREY UPON, SHAKEDOWN, SITH TEACHINGS, SUBDUE, SUPPRESSION FIELD, SURE SHOT, TURN THE TABLES, UNDER ATTACK, UNDERMINE, UPPER HAND
BROWBEAT, BURST OF LIGHTNING, CRUSH THE REBELLION, DISTRACTIONEXPLOIT, FIGHTBACK, HEATED CONFRONTATION, HOLD OFF, NARROW ESCAPE, NO QUESTIONS ASKED, OUTNUMBER, PAID OFF, SHRAPNEL BLAST, STICKY SITUATION, SUBJUGATE
BLOCK, BUBBLE SHIELD, CONVERGENCE, DEFEND, DIVE, DODGE, ELECTROMAGNETIC PULSE, EVADE, IMPROVISED DEFENSE, PARRY, QUELL, SHELTER, SHOCK TACTIC, SHRIEK
DISMANTLE, DROP ‘EM, FLAMES OF THE PAST, HIJACK, OVERLOAD, LAW AND ORDER, SEBULBA ALWAYS WINS, VANDALIZE
3. TIER STATISTICS:
The statistics show the distribution of the cards in the different tiers into COLORS (Blue/Red/Yellow/Grey) and FACTIONS (Hero/Villain/Neutral).
4. TOP TIER REMOVAL:
A SINISTER PEACE
This event makes the cut to Top Tier by virtue of how easy it is to play. No resource cost, no spot requirements, no real play requirements, all you have to have is another card in hand to pitch to it. That is a pretty real cost, so keep it mind the card disadvantage you force on yourself to play this. Great emergency removal, especially for "must answer dice".
This card is actually insane value for its cost, and slots perfectly into decks like eYoda/ePadmé, You should almost always be able to turn and remove a die for 1 resource while you have the battlefield. When you add the possibility of being able to remove a second die if you have a mod it just becomes crazy. Never mind that you could be focusing your dice during the last mode if you don’t need to remove an additional die. The only trick is going to be having control of the battlefield with a vehicle deck, which some can struggle with, but this card makes it worthwhile to set that up for the slower decks, and a slam pick for faster ones.
Automated Defense should be an auto include in any deck with multiple droids, and honestly it’s still incredibly good in lists that run just one droid (as long as it’s a character!). Automated Defense brings back a lot of Pinned Down nostalgia, which was one of the strongest point and click removal events in the last Standard cycle.
Beguile’s ability to manipulate two dice and remove a third can be crushing at times for your opponents as Blanks and poor sides often require rerolls or cause other inconveniences. That window also lets you play additional removal after they take an action to fix their messed up dice as well! Beguile gains additional stock in mill decks where the value of forcing rerolls is higher than usual.
Doubt doesn’t look great at a glance, as it frequently still lets your opponent resolve their die. However, the trick is when used properly it is unlikely (1/6) that the same side will be resolved once you use it. It is also great at stranding base dice sides from modified ones, or taking advantage of situations where pay-sides become unresolvable. Doubt scales well with player skill, and heavily rewards proper timing and setup.
Easy Pickings is possibly the strongest removal event in the game. For just 1 resource you get to remove 2 dice. The spot 2 dice showing the same symbol and number might seem restrictive, but rarely ends up being problematic. Don’t forget you can remove 2 Blanks with this! What ends up being the true restriction with this card is the spot Yellow requirement.
Entangle is a solid removal card when formats revolve around rolling in characters with small sides, particularly ones with Specials. Entangle seemingly gets better every set, paying 2 resources to remove 2 dice is a solid baseline to compare other removal cards to.
If you run 3 or more characters in a list this is your go-to single die removal event. It might take a bit of discipline to make sure you don’t accidentally turn it off by activating characters, and it does fall in value later in the game once you start to lose characters, but Flank is definitely worth it.
FLEE THE SCENE
Removing any 2 dice of choice for a single resource makes this one of the highest return of investment events in the game. Being forced to pass your next two turns also makes this one of the most risky events in the game as your opponent can just elect to pass into one of your forced passes to end the round. The real strength of this card is realized in fast 2 character pairings lists that can finish all their actions with time to spare, and/or decks that run Mean Streets that can play it as they claim, rendering the action passing inconsequential. There are edge cases where you can fire it off action one or two when you are ahead, but you really have to take a moment and think about how badly it can backfire.
FORSAKEN is a definite favorite in the running for best removal card in Standard. Such flexible hard removal for 0 is a treat we rarely get, and it is not even particularly hard to meet its play requirement. 3wide lists have it the easiest, rolling in one of your single die characters is all it will take. This card does lose some stock in 2 character lists, but it is not terribly difficult to get a support character down to a single die. You can always just fire this off at an opponent who only rolled in a single die too, don’t forget the play requirement can be fulfilled by either player’s board state.
Much like Doubt, Hidden Motive might appear to be on the weaker side, and truthfully it is, however the fact that this costs no resources and doesn’t have a spot requirement skyrockets its playability. Hidden Motive also rises in stock when certain cards with multiple of the same symbol are popular, such as Kylo2, Padmé2 or Planetary Bombardment. Like Doubt, Hidden Motive scales well with player skill.
INDIFFERENT is pretty much the perfect point and click removal card, provided you have a Neutral character of course. Not too much more here to say, it’s an auto include if you have a Neutral Character, and it’s an auto omit if you don’t!
INTO THE GARBAGE CHUTE
The cost of exhausting a character is high, and usually relegates this to being played in decks with weak single die support characters. The payoff of being able to remove any two damage dice is frequently worth the price of admission however. This is frequently found in support decks where exhausting the characters doesn’t hurt too much, as the powerful supports are doing all the heavy lifting.
MEASURE FOR MEASURE
With the way the Convergence meta has shaped out Measure for Measure is an easy include in a lot of decks. Basically any deck running Megablaster Troopers, Phasma3, or just a good ol’ First Order Storm Trooper should run two of these. While not quite as good as the now rotated He Doesn’t Like You which let you get rid of any one of your dice, it’s pretty close. Trooper dice end up being pretty expendable so the cost here shouldn’t be too high.
The flexibility of this card is nuts. If you are going to run this card you are pretty likely to always have the ability to remove at least 1 die for 1 resource which we already know is fine. The fact that you can up that to 2 or 3 dice, albeit for an identical increase in resources is crazy.
Free character dice removal is strong, even if it does end up giving your opponent 2 shields. Part of what also makes Pacify so strong is that it can also be used to shield your own characters if you need it to. It's an auto-include in mill decks!
SNUFF OUT is crazy good, the sheer amount of potential removal is nearly unrivaled. If you can consistently control the battlefield this card warrants a serious look.
SUPPRESSIVE FIRE gets a slot into the Top Tier removal list by virtue of being both passive removal and being able to work around character abilities like the ones found on Darth Vader - Terror to Behold and Watto. The effect of instantly removing a character die is powerful, even if you are limited to only hitting the initial roll.
THE BEST DEFENSE...
The price of 3 damage and a resource is high, but if you have a Red character that won’t be focused down, or just isn’t particularly important, removing any two dice can be worth the price. The Best Defense... is also extra good against mill decks where the damage usually never matters.
5. MIDDLE TIER REMOVAL
AT ODDS is a decent removal card. Unfortunately it can’t hit evens, which sadly means it can never hit Blanks or more importantly, Specials. The true strength of this card is against mill, where you can use it to remove a die without actually losing a card from your deck. In mill heavy metas this is a Top Tier card.
BY ANY MEANS
Taking 1 Indirect damage is actually a bargain for removing most problematic dice. Decks with Bubble Shield out won’t even feel the sting, and Doctor Aphra decks will draw a card for their trouble potentially turning this “downside” into an upside.
CHANNEL THE FORCE
This is a slightly but strictly better version of Beguile if you can meet both spot requirements (you can reroll one of your bad sides if you only want to mess with 2 opposing dice), but having those spot requirements is also the reason why this gets relegated to Middle Tier. A lot of the value in Beguile comes from the fact that it is just always live not having a spot requirement to do its thing, and we don’t have that here. I’ll save you a search here, Mace Windu2 is the only Jedi that is also a Leader in Standard format. You also pick up Mace1 and Luminara in Infinite format as well.
Crash Landing is a bit odd because while it does remove the die, it doesn’t actually stop its effect. This is best used in decks that can benefit from either removing dice like DJ or taking Indirect damage like Doctor Aphra.
At 1 resource Deflecting Slash is about as good as The Force Is With Me. It requires that you can activate a Blue Character unlike Mislead, but it also gains tempo by performing two actions at once. This obviously gains a lot of value when you can play it from a Lightsaber Mastery plot, and feels like an auto include there.
DISCIPLINED MIND definitely could be a Top Tier card but it is in a tough spot. The first problem is that the Jedi subtype just aren’t in the best spot for Convergence, so its rate of potential play just isn’t as high as the cards in Top Tier. The second issue is that if you are playing Hero Blue you actually get a pretty good range of removal options. If you are playing a Jedi/Blue only list this is probably Top Tier, but if not it will probably get crowded out by the other Blue Top Tier removal in addition to the options granted by your other color.
As long as you are playing a list that isn’t in danger of losing its ability to spot Yellow early, Electroshock is a solid, albeit middle of the pack removal event. The main benefit of Electroshock is the wide range of dice it can remove, particularly powerful Specials and double Focus die sides.
While exceedingly limited in both application and play requirement, Hasty Exit is a solid choice for any fast deck due to its 0 resource cost requirement.
Being a Support removal card has its benefit but having to take 2 actions to hit something relegates this to being a Middle Tier removal card.
I AM YOUR FATHER
This event has quietly become one of the better ways to deal with both high impact and traditionally unremovable dice. The flavor is fire here too.
IN THE CROSSHAIRS
This is one the ultimate mass removal events, and flirts with being Top Tier removal. You will have to have a deck with resources to spare, or a very specific plan in mind if you want to run this card though.
ISOLATION used to be Top Tier removal, but the power level of newer cards has slowly crept past it. Nevertheless, Isolation is still solid, just not Top Tier.
LACK OF FAITH is actually fairly solid once you start to look at how powerful certain characters dice are (Yoda and Padme2 are great examples). The only issue here is that needing a 15 point character is surprisingly limiting, and of course it does only remove character dice.
Mislead honestly is not too shabby of a removal card, it just gets outshone by higher value and cheaper removal options.
NEAR MISS is a power house in any list running three or more of the same subtype, and still quite good in any list just running two of the same subtype. Near Miss is typically stronger than Flank rounds 1 and 2, but weaker afterwards against damage dealing decks as characters start to drop. It should go without saying, but Near Miss is always better than Flank against the increasingly popular mill decks.
Overqualified is pretty solid, but it gets lost in the seemingly endless maze of playable 1 for 1 removal events. The biggest two issues are that
- Tempo is needed for it to turn on, and
- It is limited in what it can hit, but that value isn’t fixed either. If you roll out Blanks and 1’s you can’t even hit a 2 Focus.
I actually think Repulse is pretty strong. It’s kind of like a souped-up Entangle, but without the spot requirement. The only catch is if you don’t want to be removing your own dice you need to be in a meta where multicolored pairings are common.
The name fits. Risky Move isn’t terrible but your opponent might do something nasty with that Ambush action. A few things to note is that the Ambush action is added to the next CARD and it can wait the entire ROUND (not turn) until one is played. This is Top Tier in Iden Versio decks thanks to her passive ability.
There is no doubt that Rout is a strong card, the main problem is it generally requires a decent amount of setup, and telegraphs itself hard along the way especially when you are trying to amass enough dice to remove more than one die. It also hurts that you can’t fire this off action 1, a trait that all Top Tier cards with resource costs have. Regardless this is an auto include in any Phasma3 deck, and it would be a mistake to leave it out of Megablaster Troopers decks, both of which turn on this card very quickly.
At 3 resources this is expensive for removal, but once you factor in you get a die to play with afterwards, it’s not so bad. Soresu Mastery is good in decks that want to amass upgrades like Palpatine3, and also decks that are looking to really tank up.
SPELL OF REMOVAL
Very popular in Mother Talzin decks… near useless in everything else. Interestingly enough it occasionally is left out even in Talzin decks, unless it contains 100% odd costed cards, usually for other more reliable removal cards.
As far as 1 for 1 removal goes, Superior Position isn’t so bad, but having to control the battlefield does hurt its tier standing.
THE FORCE IS WITH ME
This card is actually fine as far as damage removal events go. The only thing holding it down is not being able to deal with Melee damage dice, as well as being unable to not touch any non-damage die sides. It is quite strong in metas that revolve around Ranged and Indirect damage though, so do expect to see it occasionally.
UNBREAKABLE is fairly flexible in what it can remove, however only a certain amount of decks will amount a reasonable number of shields for this to be good at reliably removing more than Blanks and Specials.
WAY OF THE LIGHT
This is a seriously underappreciated removal event and is very close to being top tier removal. Even when it can’t remove Villain dice, most good upgrades are Neutral so this card is rarely dead.
YOU WERE MY FRIEND
In theory this can be a decent 1 cost character die removal card, but I’m not a fan of needing to have more Blue cards in play than your opponent for it to work. The flexibility of being able to focus your own dice is nice though.
6. LOW TIER REMOVAL:
ART OF WAR can be a risky play without hand info, but some upgrades and events can change this card from being risky, to a 3+ die removal card.
Battle Fatigue isn’t terrible but it usually only works in decks with heavy Indirect damage where your opponent is likely to do the play requirement work for you. If you start spreading direct damage on all of your opponent’s characters not only are you reducing your clock to remove any given character, but you might just give yourself away as trying to turn this card online. Good players are likely to play around this in either case though.
The flexibility is nice here, but only being able to remove a die showing 1 or less is pretty underwhelming compared to other potential options.
Resolving your opponents dice is a great work around for dice like Watto or Shadowcasters sporting Triple Laser Turrets, but this costs 1 resource too many for that effect to be a truly good answer to those cards.
DIVISION IN THE FORCE
This card has potential with its flexibility and its ability to simultaneously resolve a die while also removing another one. It is mostly held back by only working with Blue dice, and not being able to remove any die of choice like most of the higher tiered removal cards can.
Probably the most powerful removal event printed, it is certainly also one of the most expensive. Being able to remove ALL of your opponents dice while not touching your own is a big game, but the reality of the matter is that is almost certainly better to use the 5 resources that this costs to advance your own win condition rather than slowing down your opponent’s.
Certainly an interesting and potentially powerful card, but the meta just isn’t great for it right now. Choice is important right now with how powerful decks can be, and sadly while Exterminate is likely to remove 2 dice for 1 resource, your opponent is always going to leave his most important dice in play. There is good potential for Exterminate to escape Low Tier at some point though, so keep an eye on it.
FIGHT FIRE WITH FIRE
Costing 0 is nice, probably nice enough for this to eventually see play, even if you have to roll then trade one of your Indirect die sides.
Letting your opponent choose which die to remove is a pretty serious drawback. There is a slight chance this one might jailbreak thanks to the increase in single die board states we are beginning to see though.
In all honesty Glancing Shot is currently not all that hot. However, I hesitate to condemn it to Bottom Tier for two reasons.
- First, it is not terribly demanding to resolve in most decks and
- Secondly, it being able to save an action by both resolving damage and mitigating at the same time is nice.
Practically unplayable, Honorable Sacrifice is only saved from Bottom Tier by virtue of being able to remove 2 dice for 0 resources.
This is another odd card, but the effect can be powerful. It is very demanding though, it needs control of the battlefield and matching symbols for it to be played first. It is also a tad bit on the expensive side, even if the effect is probably worth the cost.
I AM THE SENATE
This card has a gross amount of X for 1 potential. The play requirement of only having one character is pretty harsh though so this is relegated to Low Tier.
IMPOSING PRESENCE is only useful if you have reliable Discard, in which case it’s an okay removal card. Since Thrawn rotated out of Standard it has been a bit too hard to use this card however.
Prey Upon is a middling card, and it definitely does not help that downgrades do not appear to be particularly playable at the moment. Only being able to hit the dice rolled in by a downgraded character is also definitely a drawback here.
Shakedown is admittedly a strong card, being able to remove a die 2 or less for 0 resources is quite good. Unfortunately the play requirement is a bit narrow, but if you can reliably find that disrupt symbol this card is pretty good.
Blanks appear often enough, and this does come with a die, it just isn’t a great one.
Aggressive Villain Yellow decks won’t care about this play restriction, but most other decks will have trouble turning this on. The narrow field of targets can still be pretty though.
This is similar to Honor Guard in that being an on battlefield removal card has unique advantages, but with the downside of also needing 2 actions to work. It can occasionally remove 2+ dice which is nice, and it has synergy with cards like Rose and Finn2. At the end of the day, having to pay 2 resources ends up feeling like too much when playing this card though.
Sure Shot isn’t bad and it does give a bit of tempo, the real issue is that there are just so many better options that there is no room for it at the moment.
TURN THE TABLES
So what’s the deal here, are we paying 1 to remove a die and 1 to focus two other dice to damage? On paper it doesn’t seem terrible but I think there are better things to do for 2 resources.
UNDER ATTACK is in a similar boat as Crash Landing. While it does remove dice it doesn’t actually prevent their damage. Again, this is found in decks that benefit from removing dice and/or taking indirect damage. Under Attack is also pretty good at separating modified sides from their base sides that they need to resolve though, which can be nice. In the end hard removal, especially when you have to pay resources, is generally favored however.
This is a powered down Feel Your Anger, but only removes the blanks as opposed to any dice of your choice. However it still has the potential to be a 2 for 1, and might even live to see decent play one day.
It being free is nice but only being able to hit Blanks and Specials is a bit narrow. Not to mention if your dice don’t cooperate and roll low, you might not even be able to play this every time you would like to.
7. BOTTOM TIER REMOVAL:
In theory 1 for 1 removal like this is fine, it can just be a bit risky needing to have more dice than your opponent on a consistent basis!
BURST OF LIGHTNING
CRUSH THE REBELLION
Borderline playable, but too expensive to see real play.
Your opponent will always be removing the die that has the least impact.
This probably needs to cost 0 to be acceptable.
Paying a resource, losing a card, and removing a die is just too high of a cost.
The only use this card should ever have is sniping out unwanted enemy damage rolls. There are better things to do with your card slots than occasionally “gotcha’ing” your opponents.
Only being able to removal a single melee die for its requirement is too narrow for it to be worthwhile.
Too hard to reliably use.
NO QUESTIONS ASKED
This card is trash. It creates negative value by GIVING your opponents your own resources. They’re just going to use those resources to remove your own dice or play more upgrades that you can’t deal with later. One-Quarter Portion stopped seeing play for a reason, and the flexibility of being able to remove several dice for an equal cost doesn’t make this better.
OUTNUMBER is similar to Flank, but really needs lists with at least 4 characters for it to even be a consideration. It is a bit worse than Flank however as late game Flank is more likely to not be dead as all it requires is proper character activation, not something uncontrollable like amount of characters alive. Also spoiler, if your list has 4+ characters they’ll probably die pretty quickly.
Having to give up 2 resources is a crazy steep cost. Maybe this will be worth it one day, but not now.
Meeting the play requirement is too hard for reliable use.
Letting your opponent choose is the deal breaker here.
This will never remove the best die on the table.
Just flat out too expensive for what it does.
8. SITUATIONAL REMOVAL:
If you want to absolutely hose Melee sides, this is your card. Only useful in fields with lots of melee characters. Compared to Defend, it needs to be in situations where it sees more than 3 melee sides on average to be worth losing ambush.
Not technically mitigation, but functionally similar against fields with lots of Indirect damage.
CONVERGENCE isn’t actually terrible but this isn’t quite the right meta for it. Upgrades aren’t particularly popular and supports tend to be both expensive and also swarm out as well. There are also some issues with deck viability and composition if you want to make this hit higher than 2.
Similar to Block, this card is usually favored for its ambush, even though it is limited to 3 dice removed or less. More often than not removing 3 dice will be plenty though.
Similar to Dodge, this card is usually favored for its ambush, even though it is limited to 3 dice removed at the most.
This is the card of choice for completely hosing Ranged damage sides. Ranged sides tend to swarm at once a bit more, so while Dive is usually the better choice, this card is more likely to see play than its sibling Block.
Phenomenal if you expect a heavy vehicle and/or droid meta, this Grey 0 cost Neutral event can be put in literally any deck.
Only hitting a single Ranged damage side is way too narrow.
You have to think of this card as 2 for 1. What happens is the die that was focused to is removed and the die that focused it is also wasted. Once you take that and add being a passive removal card like the old Force Illusion that works without needing an action you get a very powerful card that can definitely be Top Tier in metas with a lot of Focus.
QUELL is the indirect damage hate relative of Dodge and Block. This is a little worse than those two as you will find that Indirect damage is not as common as Melee and Ranged which are usually the primary damage forms in the decks dedicated to them. Indirect is more in a situation where it just happens to be a damage source, not a built around source where you have to pay attention to things like base sides for your modifiers.
Like Evade this has too narrow of an application.
Somehow worse than Parry and Evade, where at least there is a decent chance of messing with base dice to make modified dice unresolvable. Modified Indirect is pretty rare.
So this really good against Tie Fighter and First Order Stormtrooper dice swarms, but really there are better cards for that which are more useful in other situations as well.
SHRIEK is a solid choice if you are trying to hate out specials like Boushh and Yoda decks. Unlike the other 2 resource hate cards it actually removes a second die side (Blanks) too.
9. INCIDENTAL REMOVAL:
DISMANTLE is just too expensive for my tastes, and you might not have time to accumulate resources because if you are trying to remove a vehicle the show is over once it picks up a mod.
I’m not really sure what to think of this card. In theory it should be a good tempo play, trading 2 resources for the 4+ spent on two upgrades. The main issue is that as of Convergence weapon upgrades really just aren’t all that hot.
FLAMES OF THE PAST is pretty sweet. It’s a favorite of mill, but I have seen more and more traditional damage decks use this to great success as well. Don’t forget you can use your own Discard pile to meet its play requirement.
This is more temporary denial card than a removal, but it does get rid of a die for a turn. It has to be used against something powerful or it will be a waste, and it needs to happen before that vehicle finds a mod to put on itself which hurts its already narrow application.
This card is awful at killing anything but 1 cost supports, and that in itself isn’t too worthwhile.
LAW AND ORDER
Expensive, but effective if you can afford it. On the downside playable upgrades worth discarding are at an all-time low these days.
SEBULBA ALWAYS WINS
This only kills a very small amount of supports by itself, but combo’d with a card like Nefarious Deed and you can kill any support you want, provided you have landed at least a single point of damage on your opponent’s characters to move.
In terms of flexibility and general usefulness Vandalize is an extremely good card and I would recommend always running at least one if not two whenever you can. In terms of removing dice it’s pretty decent too, but really the card is so much more than that. Zapping diceless cards like R2 Astromech or Riot Shield can go a long way.
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