Redoubled Force

Star Wars is back in theaters, now, and the force is redoubled. One card for the dark side is

Redoubled Force # Hazard # Permanent-event
All Orc and Troll automatic-attacks receive +3 strikes and +2 prowess. Discard this card when such an automatic-attack is defeated. Cannot be duplicated.

One good way to tap your opponent so he can't play stuff during the site phase is to enhance the auto-attack, making it equal to or better than a normal creature, and not worth any MPs. This card can conceivably go in any deck that it does not hurt. It can completely hose up an Indiana Jones deck and can mess with others trying to get something.

It has a very simple but potentially deadly effect. It enhances all orc and troll auto-attacks by +3@+2. Not just one attack by +3 or doubled strikes (like the ____ minions cards), but all attacks with both prowess and strikes. How nasty is this? Moria becomes 7 strikes at 9 prowess, making it a fair possibility that someone taking -3 to stay untapped will be wounded. Also, you've got at least a couple -1 modifications to apply to the scouts of an Indy Deck, making sure they tap. Even Sarn Gorwing, normally an easy attack, becomes 6 strikes at 7. And just wait for someone to drop by Dol Guldur, 6@9 and then 5@10. This card also stops cold anyone trying to abuse Buhr Widu, making it 4 strikes at 12.

This card is somewhat easy to get rid of. All that needs to be done is to defeat the attack. Most Indy Jones deks are well equiped to handle an orc attack, even if it is slightly enhanced. However, to give a good chance of beating the attack, they'll probably have to tap several characters, meaning they won't get as many MPs during the site phase. And if you further enhance the attack, through Minions Stir, Doubled Vigilance (though these two don't directly affect each other), and Scimitars of Steel. And now that the attack is more dangerous, Arouse the Minions, making Moria 7@12, something only a SERIOUS company could deal with completely untapped (normal orc fighters at -3 need at least a 9 not to be wounded). Or Incite Minions, making more of a chance to wound (or at least tap) someone. And Troll Purse can be a nasty surprise, potentially taking almost all of a tapped company prisoner.

Basically the only drawback to this card is that it needs some planning to play well. Don't put this card in if you are planning on heading to an orc/troll auto-attack. You can still get greater items at Minas Morgul, Dead Marshes, and The Stones. There are plenty of undead auto-attacks for major items too (so don't put this in with The Moon is Dead!), or you can head to Dragon Lairs.

So if you plan your deck right, and fear an Indy Jones deck might be on its way to a neighborhood near you, Redouble your Force.

Ratings for Redoubled Force:
Isildur: 7.0
Bandobras Took: 9.5
Samwise: 8.5
Cirdan: 9.0
Frodo: 7.0
Alatar: 7.0
Legolas: 5.0
Beorn: 6.9
Fingolfin: 9.5
Farmer Maggott: 7.5
Wormtongue: 5.6
Strider: 7.5
Merry: 9.3
Average: 7.6

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Card names and text copyright 1996 by Iron Crown Enterprises, all rights reserved. This document copyright 1997 by Trevor Stone. Permission given to duplicate so long as no profit is made and the copyright notice is kept in tact, blah, blah, blah.