Top 10 Worst Non-Rares

The idea for this article came to me a few months ago. It was gaming night and a few us were talking about cards that were virtually useless in tournament play. We were going back and forth trying to figure out uses for some of these cards.

From that I thought about some of the worst cards that have been created by Decipher. I thought it would be a good article for the page. SO I started listed the top 10 WORST cards in the game, and you know what. I couldn't narrow it down.

So I finally had to make two categories: Worst Rares and Worst Non-Rares. I am still working on making the Top 10 worst Rares, so here is the other.

10. Faithful Service
I think this card is just a bit too difficult to use. Making its debut in OTSD, you would think that it would be very useful in that environment. Not so. I have played in a couple of OTSD tournies and I have never used (nor ever will use) this card. Why? Because you must deploy it on your opponents location and then control that location. Decks that would make this card most useful would be heavy droid decks. But you try controlling a location with mostly droids, and get back to me. I say its nearly impossible. Of course I must say that this card slipped to the bottom of the top 10 because someone made a deck that used this card, and it almost beat me.

9. Apology Accepted
This gets the "Wrong Side" award. This card should have been a light side card if anything. True, the light side would have allowed the Dark Side more activation, but would have also made them lose another character. Yes, it would have needed some reworking so as not to be too powerful (imagine such a card with no consequences for the Light Side!).

8. Bo Shuda
I have searched for a reason to use this card. I thought it would be great until I realized how easy it was to cancel. A well played combo could make this card work (like Bo Shuda + Worrt + Rennek) if it didn't actually help the Dark Side. Who wouldn't want to leave poor Galid hanging out with Bo Shuda on the table. Maybe have him work out your taxes with Mosep. So you say, there's a couple cards that can cencel Gailid's game text. I say, let me see you get a four card combo going before the game is decided.

7. Mos Eisley Blaster
This has taken claim as perhaps the worst weapon in the game. You would think that a blaster from such a villainous place as Mos Eisley might be a powerful piece of contraband. Not so. It just lowers the forfeit of hit characters. Whoopie. I'd rather go to Cloud City and use one of those blasters! This card doesn't sink lower because of its destiny 5.

6. A Disturbance in the Force
Hmmm. I'm not sure what Decipher was thinking when they made this card. The first insert to make an appearance was so weak it is useless. This card is too random to be useful. It makes the top 10 because its effects are too unpredictable. Stopping activation could be a powerful game play, but I don't think it would be worth it since you can't control when it will came up. Perhaps if this effect was sent to the used pile instead of the lost when it was revealed... Hmmmm...

5. Rogue Gunner
UGH! This character has the stats of a useless nightmare! Destiny, power, ability, deploy and forfeit all 1. This card could have been one of the greats just with a few modifications. Instead of just adding one to weapon destinies, how about adding two or three. They're not cumulative! Who cares. Or instead, make them destiny three or four and limit the number that can be deployed to two or three . This card could have even been made good just by adding three or four to its terrible forfeit. Who wouldn't occasionally play with a forfeit 5 deploy one character. Can anyone say Talz! I understand that Decipher didn't want to make this card too strong. Decipher just didn't put enough thought into this one.

4. Dead Jawa
Hold on. Let me pull out my Stormtrooper blaster deck to play that ever popular jawa deck that wins tournaments so often... RIGHT! JP may have made strides to help jawa decks be playable, but they're nowhere near competitive! A deck using this card would have to play a single specific deck. Thus.... it's a bomb!

3. Stormtroopers
I so wanted this to be my number one. I have such gripes with this poorly designed card that I couldn't help but place it in the top 5. I know that trooper assault made troopers pretty cool, but did not make them the "elite" fighting force they supposedly were. (I know they had terrible aim. They should have been -1 to blaster draws.) Instead of making this card the destiny 1 that it is, they should have been destiny 3 like all the other. I guess Decipher realized the problem and corrected it with later versions like Snowtroopers . But my biggest gripe is the fact that they have no armor or anything that resembles it, yet the Light Side gets an equivalent with Plastoid Armor and suddenly they are immune to weapon destiny <6. ARRGH!

2. Stop Motion
I laugh when I think about this card. Will you ever use this card? If so, you are probably the only one. It has a great destiny of 6. That's about it. Because it targets creature vehicles, this card is doomed to be nothing except maybe a hopeful destiny draw in battle... and I can find plenty of cards with the same destiny that I would rather have in my deck.

So we have finally come to the winner. Drum roll, please.....

1. Knowledge and Defense
Great title. That's it. The Light Side gets Anger, Fear, and Aggression. The Dark Side gets a card that doesn't even cause force loss! Much like A Disturbance of the Force, this card is useless because it is so unpredictable. There are much better strategies (that actually would cause force loss) by hiding. Perhaps this should have been a Light Side card. It MIGHT (that's a big might) have been useful with Order to Engage on the table. But the Dark Side has no such card.

Dishonorable Mentions go to:
Yerka Mig

I'm Here to Rescue You

Dark Time for the Rebellion

Jawa's

Beakman