Ellorrs Madak: Difference between revisions

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Premiere LS card
 
Scomp rulings; Decipher strategy if starred
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* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Light Effect: Ellorrs Madak, Premiere, C2
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Light Effect: Ellorrs Madak, Premiere, C2
|strategy=''Decipher card strategy'' (starred on the Premiere Light card list).
By: Johan de Jong
Lord Xcapobl
Now here's a card that could see interesting uses.
First of all, it's destiny 5. Even Darth Vader would get scared if too
many
of these show up during battle destiny draws. Want to have a useful card
in
your deck that severely increases average destiny? Take an Ellorrs Madak
or two.
Next, this card has two uses:
The first gives any non-pilot/non-droid character piloting skill. That
character gets to add 2 to power of any starship he pilots. Are you
running
out of different pilots and is the cumulative rule bugging you ? Use
Ellorrs Madak to 'train' your characters and make hordes of different
pilots, all capable of adding their pilot power bonus. Why, even a lowly
Rebel Trooper could become a power in his own right. And remember, pilots
also enhance the power of combat vehicles. With 2 variants of basic
Snowspeeders and three named ones (Rogue 1, 2 and 3), the Rebels could use
a lot of pilots (even if only to counter AT-AT threat). With Cloud City
cloud sectors have become dominant. Basically, this card offsets the power
reduction from clouds.
The second use is devious. Deploy on any pilot to increase his pilot bonus
even more. Basically, you could make any 'add 2 to power' character an
'add
3 to power' character, like BoShek or Luke Skywalker. Why not take this a
step further and deploy Ellorrs Madak on Luke Skywalker or BoShek. They
would then 'Add 4 to power of any starship' they pilot. This would do more
than just double the power of any X-Wing, and even triples the power of a
basic Y-Wing !!! (on top of that, they both have ability 4, which we all
know to be a very interesting number with regards to battle destiny).
In short: Ellorrs Madak is a wonderful card, because it increases destiny
draws or has its own bonuses which are hard to pass up to.
Strong Points:
* Ellorrs Madak = Destiny 5, only two unmodified numbers are higher at the
time I write this (6 and 7).
* Ellorrs Madak = Common. Can you say 'great pilots at low cost' ?
* Ellorrs Madak = Free to deploy. There is no deploy cost.
* Ellorrs Madak = Usable on any character as long as it is not a droid.
There are ... many characters.
* Ellorrs Madak = (Immune to Alter). Need I even mention why this is a
strong point ?
Weak Points:
* Ellorrs Madak = Not cumulative. Twelve Ellorrs Madaks on one pilot do
not
make the ultimate super-pilot.
* Ellorrs Madak = Limited in use. It only adds to power, not to maneuver
or
hyperspeed. It does not allow battle destiny when not able to draw
otherwise.
Combos:
* Ellorrs Madak + Rebel Flight Suit + non-pilot = Matching Pilot that adds
2 to power, 2 to maneuver (when appropriate) and draws battle destiny when
not able to do so otherwise.
* Ellorrs Madak + Ellorrs Madak + non-pilot = Interesting. First use of
Ellorrs doesn't collide with second use and thus dodges the cumulative
rule. First use makes a pilot, second use enhances a pilot. (third would
have no effect though).
* Ellorrs Madak + Luke Skywalker or BoShek = Ability 4 pilot which also
adds 4 to power.
* Electrobinoculars + Ellorrs Madak chosen and then drawn for destiny =
Add
5 to power (and attrition) of any battle for which Ellorrs is drawn as
destiny, then recycle the card into Life Force and later deploy him for
his
bonuses.
Source: [https://web.archive.org/web/20020611184117/http://www.decipher.com/starwars/cardlists/premiere/light/small/ellorrsmadak.html Ellorrs Madak strategy] at Decipher.com (archive)
|rulings=* If canceled while character is piloting, character moves to a passenger slot if available, otherwise character is placed in Used Pile.
''From [https://scomp.starwarsccg.org/?s=Ellorrs%20Madak Scomp Link Access] ([https://github.com/swccgpc/swccg-scomp swccg-scomp] / [https://github.com/swccgpc/swccg-card-json card JSON]). Players Committee card database, not Decipher printed text.''
}}
}}

Revision as of 19:01, 21 September 2026

Info
TitleEllorrs Madak
SideLight
TypeEffect
SetPremiere Limited
RarityC2
UniquenessUnrestricted
Destiny5
IconsEffect
card_uid1_49
Versionprinted
PrintingsPremiere Limited (1995, black border) — this page
Premiere Unlimited (1995/96, white border) — same art and text
Japanese Takara Premiere

Ellorrs Madak is a Light Effect from Premiere Limited.

Card Text

Deploy on your non-pilot character (except droids) to give that character [Pilot] skill. Adds 2 to power of anything that character pilots. OR Deploy on your pilot. Adds 1 to power of anything that character pilots. (Immune to Alter.)

Lore

Like many Duros, Madak has natural piloting and navigation skill. Former scout. Freelance instructor. Makes runs to important trade worlds Celanon, Byblos and Yaga Minor.

Strategy

Decipher card strategy (starred on the Premiere Light card list).

By: Johan de Jong Lord Xcapobl

Now here's a card that could see interesting uses.

First of all, it's destiny 5. Even Darth Vader would get scared if too many of these show up during battle destiny draws. Want to have a useful card in your deck that severely increases average destiny? Take an Ellorrs Madak or two.

Next, this card has two uses:

The first gives any non-pilot/non-droid character piloting skill. That

character gets to add 2 to power of any starship he pilots. Are you running out of different pilots and is the cumulative rule bugging you ? Use Ellorrs Madak to 'train' your characters and make hordes of different pilots, all capable of adding their pilot power bonus. Why, even a lowly Rebel Trooper could become a power in his own right. And remember, pilots also enhance the power of combat vehicles. With 2 variants of basic Snowspeeders and three named ones (Rogue 1, 2 and 3), the Rebels could use a lot of pilots (even if only to counter AT-AT threat). With Cloud City cloud sectors have become dominant. Basically, this card offsets the power reduction from clouds. The second use is devious. Deploy on any pilot to increase his pilot bonus even more. Basically, you could make any 'add 2 to power' character an 'add 3 to power' character, like BoShek or Luke Skywalker. Why not take this a step further and deploy Ellorrs Madak on Luke Skywalker or BoShek. They would then 'Add 4 to power of any starship' they pilot. This would do more than just double the power of any X-Wing, and even triples the power of a basic Y-Wing !!! (on top of that, they both have ability 4, which we all know to be a very interesting number with regards to battle destiny).

In short: Ellorrs Madak is a wonderful card, because it increases destiny draws or has its own bonuses which are hard to pass up to.

Strong Points:

  • Ellorrs Madak = Destiny 5, only two unmodified numbers are higher at the

time I write this (6 and 7).

  • Ellorrs Madak = Common. Can you say 'great pilots at low cost' ?
  • Ellorrs Madak = Free to deploy. There is no deploy cost.
  • Ellorrs Madak = Usable on any character as long as it is not a droid.

There are ... many characters.

  • Ellorrs Madak = (Immune to Alter). Need I even mention why this is a

strong point ?

Weak Points:

  • Ellorrs Madak = Not cumulative. Twelve Ellorrs Madaks on one pilot do

not make the ultimate super-pilot.

  • Ellorrs Madak = Limited in use. It only adds to power, not to maneuver

or hyperspeed. It does not allow battle destiny when not able to draw otherwise.

Combos:

  • Ellorrs Madak + Rebel Flight Suit + non-pilot = Matching Pilot that adds

2 to power, 2 to maneuver (when appropriate) and draws battle destiny when not able to do so otherwise.

  • Ellorrs Madak + Ellorrs Madak + non-pilot = Interesting. First use of

Ellorrs doesn't collide with second use and thus dodges the cumulative rule. First use makes a pilot, second use enhances a pilot. (third would have no effect though).

  • Ellorrs Madak + Luke Skywalker or BoShek = Ability 4 pilot which also

adds 4 to power.

  • Electrobinoculars + Ellorrs Madak chosen and then drawn for destiny =

Add 5 to power (and attrition) of any battle for which Ellorrs is drawn as destiny, then recycle the card into Life Force and later deploy him for his bonuses.

Source: Ellorrs Madak strategy at Decipher.com (archive)

Rulings

  • If canceled while character is piloting, character moves to a passenger slot if available, otherwise character is placed in Used Pile.

From Scomp Link Access (swccg-scomp / card JSON). Players Committee card database, not Decipher printed text.

See Also

Sources