The final character in the Galactic Battles set: Kazdan Paratus! Kazdan is an obscure Jedi master, appearing only as a boss in The Force Unleashed (the same game Galen Marek and Maris Brood originated in). He may seem like a strange pick for inclusion, but he's got a great little backstory and a unique Force power.
Kazdan was a Jedi who preferred the company of droids to other people. He could use The Force to animate mechanical constructs and use them as his friends and soldiers. When Order 66 was issued, Kazdan was overcome by fear. He couldn't save his fellow masters and suffered a mental breakdown. Going into exile on Raxus Prime, Kazdan built scrap duplicates of the Jedi and kept vigil over his junk council. Here is my take on the Jedi droid-builder:
Kazdan Paratus – HP 13 – Blue Deck – Melee
Junk Golems – HP 6 – Strong++ Deck – Melee
Junk Scavenger
Special
Destroy all Junk Golems. Then place 3 Junk Scavengers not adjacent to enemy characters. They are considered Junk Golems and can have up to 4 Wound Points each. They start with 3 more Wound Points in total than your destroyed Junk Golems had, divided as you choose. Junk Scavengers treat any die roll as an "All." Decrease the defense value of a card played against a Junk Scavenger by 1 for every other Junk Scavenger adjacent to the defending character.
Junk Guardian
Special
Destroy all Junk Golems. Then place 2 Junk Guardians not adjacent to enemy characters. They are considered Junk Golems and can have up to 6 Wound Points each. They start with 3 more Wound Points in total than your destroyed Junk Golems had, divided as you choose. At the beginning of your turn, an opponent controlling a character adjacent to any Junk Guardians chooses and discards a card. Any time an enemy character adjacent to a Junk Guardian plays a Special or Power combat card, it receives 2 damage.
Junk Titan
Special
Destroy all Junk Golems. Then place 1 Junk Titan not adjacent to enemy characters. It is considered a Junk Golem and can have up to 12 Wound Points. It starts with 3 more Wound Points than your destroyed Junk Golems had. Any time a Junk Titan receives damage, reduce that damage by 1. Any time a Junk Titan is attacked, draw a card before a defense card is played (if any).
Manic Modification
Special
Choose any card in your discard pile with Junk in its name. Until the end of your next turn, Junk Golems are also treated as characters with the same name as that card. Playing this card does not count as an action. Any time you draw a card, you may discard this card. If you do, search your draw pile for any card with Junk in its name and put it in your hand, then shuffle your draw pile.
Salvage
A4
Until the end of your next turn, Kazdan may play Junk Golem Basic combat cards as if they were his own and Junk Golems may play Kazdan Basic Combat cards as if they were their own.
Metallic Effigy
A6
After attacking, you may exchange spaces between Kazdan and any Junk Golem.
Mechanical Limbs
A4*
*If a Junk Scavenger can attack the defending character, the attack value of this card is 6. If a Junk Guardian can attack the defending character, the player controlling the defending character chooses and puts a card on top of his/her draw pile. If a Junk Titan can attack the defending character, until the end of your next turn, increase the defense value of Kazdan's combat cards by 1.
1x Junk Scavenger
1x Junk Guardian
1x Junk Titan
2x Manic Modification
3x Salvage
2x Metallic Effigy
2x Mechanical Limbs
Kazdan falls into the commander category along with Bly, Nute Gunray, and Yarael Poof. His biggest asset is his ability to build - and rebuild - his droids into whatever he needs. Kazdan's junk constructs are hard to permanently destroy and Kazdan can use them to great advantage by moving them strategically. If he can keep them around a while, all of the various Junk minors have passive abilities that can cause headaches for the opponent.
Playing Kazdan to full effect is about maximizing his minor positioning and engaging with Kazdan himself very cautiously. He can do OK in physical skirmishes thanks to the combat flexibility granted by Salvage, but he has no power defense and very few wound points, making him relatively fragile. It's important to use his minors and Metallic Effigy wisely to keep Kazdan away from harm as much as possible.
When playing against Kazdan, it's all about getting to him and taking him down quickly. Direct damage is extremely potent against the little guy, as are strong engagement abilities. For these reasons, Jabba the Hutt, Grand Moff Tarkin, Emperor Palpatine, Maris Brood, Count Dooku, and General Grievous should all have favorable matchups against Kazdan. On the flip side, playing against Kazdan with a low-output deck can quickly become frustrating as it's nearly impossible to chew through his minors over and over.
I hope you enjoy this offbeat deck and the rest of the Complete Circle expansion! Be sure to head over to the Decks page and download the set in one massive .zip file. A lot of the decks have changed in one way or another since these previews were published. I hope you're as excited as I am to see all the classic Star Wars characters in action for the first time at Den Con 2013!
Kazdan was a Jedi who preferred the company of droids to other people. He could use The Force to animate mechanical constructs and use them as his friends and soldiers. When Order 66 was issued, Kazdan was overcome by fear. He couldn't save his fellow masters and suffered a mental breakdown. Going into exile on Raxus Prime, Kazdan built scrap duplicates of the Jedi and kept vigil over his junk council. Here is my take on the Jedi droid-builder:
Kazdan Paratus – HP 13 – Blue Deck – Melee
Junk Golems – HP 6 – Strong++ Deck – Melee
Junk Scavenger
Special
Destroy all Junk Golems. Then place 3 Junk Scavengers not adjacent to enemy characters. They are considered Junk Golems and can have up to 4 Wound Points each. They start with 3 more Wound Points in total than your destroyed Junk Golems had, divided as you choose. Junk Scavengers treat any die roll as an "All." Decrease the defense value of a card played against a Junk Scavenger by 1 for every other Junk Scavenger adjacent to the defending character.
Junk Guardian
Special
Destroy all Junk Golems. Then place 2 Junk Guardians not adjacent to enemy characters. They are considered Junk Golems and can have up to 6 Wound Points each. They start with 3 more Wound Points in total than your destroyed Junk Golems had, divided as you choose. At the beginning of your turn, an opponent controlling a character adjacent to any Junk Guardians chooses and discards a card. Any time an enemy character adjacent to a Junk Guardian plays a Special or Power combat card, it receives 2 damage.
Junk Titan
Special
Destroy all Junk Golems. Then place 1 Junk Titan not adjacent to enemy characters. It is considered a Junk Golem and can have up to 12 Wound Points. It starts with 3 more Wound Points than your destroyed Junk Golems had. Any time a Junk Titan receives damage, reduce that damage by 1. Any time a Junk Titan is attacked, draw a card before a defense card is played (if any).
Manic Modification
Special
Choose any card in your discard pile with Junk in its name. Until the end of your next turn, Junk Golems are also treated as characters with the same name as that card. Playing this card does not count as an action. Any time you draw a card, you may discard this card. If you do, search your draw pile for any card with Junk in its name and put it in your hand, then shuffle your draw pile.
Salvage
A4
Until the end of your next turn, Kazdan may play Junk Golem Basic combat cards as if they were his own and Junk Golems may play Kazdan Basic Combat cards as if they were their own.
Metallic Effigy
A6
After attacking, you may exchange spaces between Kazdan and any Junk Golem.
Mechanical Limbs
A4*
*If a Junk Scavenger can attack the defending character, the attack value of this card is 6. If a Junk Guardian can attack the defending character, the player controlling the defending character chooses and puts a card on top of his/her draw pile. If a Junk Titan can attack the defending character, until the end of your next turn, increase the defense value of Kazdan's combat cards by 1.
1x Junk Scavenger
1x Junk Guardian
1x Junk Titan
2x Manic Modification
3x Salvage
2x Metallic Effigy
2x Mechanical Limbs
Kazdan falls into the commander category along with Bly, Nute Gunray, and Yarael Poof. His biggest asset is his ability to build - and rebuild - his droids into whatever he needs. Kazdan's junk constructs are hard to permanently destroy and Kazdan can use them to great advantage by moving them strategically. If he can keep them around a while, all of the various Junk minors have passive abilities that can cause headaches for the opponent.
Playing Kazdan to full effect is about maximizing his minor positioning and engaging with Kazdan himself very cautiously. He can do OK in physical skirmishes thanks to the combat flexibility granted by Salvage, but he has no power defense and very few wound points, making him relatively fragile. It's important to use his minors and Metallic Effigy wisely to keep Kazdan away from harm as much as possible.
When playing against Kazdan, it's all about getting to him and taking him down quickly. Direct damage is extremely potent against the little guy, as are strong engagement abilities. For these reasons, Jabba the Hutt, Grand Moff Tarkin, Emperor Palpatine, Maris Brood, Count Dooku, and General Grievous should all have favorable matchups against Kazdan. On the flip side, playing against Kazdan with a low-output deck can quickly become frustrating as it's nearly impossible to chew through his minors over and over.
I hope you enjoy this offbeat deck and the rest of the Complete Circle expansion! Be sure to head over to the Decks page and download the set in one massive .zip file. A lot of the decks have changed in one way or another since these previews were published. I hope you're as excited as I am to see all the classic Star Wars characters in action for the first time at Den Con 2013!