Dark Strike


Have you ever been in this situation: Vader his Saber and Tarkin vs. Obi Wan and Chewie or some other low ability character. Nine times out of ten you'll probably swing for Chewie... right? Why? Cause he's ability 2 and almost a guaranteed hit compared to that ability 6 of the "Old Wizard."

Dark Strike is a destiny two lost interrupt... not a great way to start a card. But it gets better. The card has two options. The first is to add 3 to the total of a lightsaber draw before you even draw destiny. This is a great way to guarantee a hit against low ability characters or to help get a shot at hitting Obi-Wan in battle.

There is a second portion to the card, but it is more dangerous to use because (as pointed out to me by some fellow BBSers - thanks guys) of the way Decipher has chosen to allow timing actions to unfold. The way the timing works as of now, you may play destiny adders at ANY time (even before a weapons phase) and they are resolved when destiny is drawn. Likewise, by using the second portion of Dark Strike to immediately remove a character just hit, if that action leaves a single character, they may now play alone adders (like Solo Han, Warriors Courage, etc). This makes playing the second portion of the card highly unrecommended. It also drops the usefulness of this card.

Among its other down points... be ready with a control though. This card is not immune to sense. You probably won't have to worry about Swing and a Miss, the card which cancels Dark Strike outright.

Even though this card is not a great one, with some careful planning Dark Strike could be a devastating addition to a Dark Side mains and toys deck. Watch out Obi-Wan. Your days could be numbered!

**Thanks to Dark Trealon and others for pointing out the timing rules! That will teach me to try and use common sense when writing a card review. : )

Beakman


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