Special Edition brought many things to SW:CCG including a new starting interrupt. Don't Tread on Me works very similar to The Signal but is more engineered to meet special needs. While it won't fit in every deck, it should not be over looked when making your decks.
Don't Tread on me says: "USED: Add 1 to your just-draw weapon destiny. STARTING: If you have deployed a battleground, deploy Ultimatum, Scrambled Transmission, and/or Do or Do Not from Reserve deck. Place interrupt in reserve deck.
It is obvious that this destiny 5 has some power packed potential. First off, if you start with a battleground, it allows you to pull out up to THREE effects, albeit specific ones. But these effects are effects you will probably want out anyway if you are starting with a battleground. Who wouldn't want out Ultimatum and Do or Do Not in a Mains n Toys deck with little or no S/A/C (sense/alter/control) backup.
One of the annoying misfortunes of The Signal was that it was lost if used as a starting interrupt. Not so with this bad-boy. The destiny 5 goes back into your reserve deck. Of course it doesn't allow you to find other effects, but it does something very helpful, add 1 to a just drawn weapon destiny. So what's so big about adding 1 to a just drawn weapon destiny? Let me break it down for you.
With the creation of EPP's and a strong push towards weapons being used in battles, adding one to any weapon draw is pretty good. Make that interrupt a destiny 5 used and it's looking like gold to me. But add in that it can be used AFTER the destiny is drawn, it is priceless. This means you don't have to second guess your draw. You fire and if you are one shy of hitting the target, play this interrupt and make the weapon draw successful. Let them sense it, they will still have to lose 3 force (the sense and 2 force).
It gets worse... with EPP's. Han with his blaster already gets a +1 to destiny draws for his blaster. Now it is essentially +2. Use blaster proficiency and there's 3 more on top of that (note: blaster proficiency has to be used BEFORE you draw to add to the destiny). That's +5. Hmmm... who should I target? Maybe VADER!!! OR what if Obi just missed with his lightsaber? Not anymore. Play Don't tread on me.
Or what about Sorry About the Mess? The natural choice would be using EPP Han so you get +2 when firing. Greedo would be a crispy critter with that. Add Don't Tread on Me can make that a +3 and go for a big hitter like Tarkin. Try to cancel this weapon draw! How nice it is.
This interrupt can go to the space theater as well, adding to any of those weapon draws. Add S-foils, and a B-Wings armed to the hilt with their favorite toy, the intruder missle, and you could add an enormous amount to those draws too.
So you can see that Don't Tread on Me has some powerful potential, for both ground and space decks, mainly ones concentrating on battle. So if your plan is going in guns blazing, stock a couple of these in your deck and put the hurting on your opponent, maybe even when they least expect it.
Beakman