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	<title>Star Wars - CardGameDB.com</title>
	<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/</link>
	<pubDate>Sat, 25 May 2013 12:37:28 +0000</pubDate>
	<ttl>86400</ttl>
	<description></description>
	<item>
		<title>No Disintegrations - Rebel Evolution</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/no-disintegrations-rebel-evolution-r639</link>
		<description><![CDATA[Welcome back once again to another week of No Disintegrations, this week I wanted to go over the evolution of a deck from its first creation back when all we had access to was the core set up until our current card pool (Search for Skywalker).  I chose to use a Rebel deck for this article for two reasons, 1) in my opinion Rebel decks have changed the most over the course of the 2 force packs and 2) I am personally a huge fan of Rebel decks, especially the vehicle variety. So without further ado let’s go over some of the changes that have been brought about over the past few months.<br />
<br />
The very first version of this deck was rather wonky.  It didn't have much synergy as nothing really worked together and everything just seemed clunky.  You could do some amazing objective damage but that was about all as the deck had only one unit with tactics icons, and that was edge dependent.  With the right opening hand and some Rebel Assaults you could get an early lead, but if your opponent was able to stall you out somehow then there was zero chance of you coming back.  When this was “the” Rebel Vehicle deck I would have 100% agreed with TinyGrimes that Rebels were terrible, mainly because they had zero consistency and zero survivability.  Thankfully we had some great changes coming out to fix a few of those problems.<br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Jedi/Rebel Vehicles v1.0:</span></span></strong><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Affiliation:</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/jedi-core' class='bbc_url' title=''>Jedi (Core)</a> </span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Total Objective Sets: (10)</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/a-journey-to-dagobah-core-4-1' class='bbc_url' title=''>A Journey to Dagobah (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/red-five-core-4-2' class='bbc_url' title=''>Red Five (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/r2-d2-core-4-3' class='bbc_url' title=''>R2-D2 (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/twilek-loyalist-core-4-4' class='bbc_url' title=''>Twi'lek Loyalist (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/double-strike-core-4-5' class='bbc_url' title=''>Double Strike (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-core-4-6' class='bbc_url' title=''>Target of Opportunity (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-defense-of-yavin-4-core-8-1' class='bbc_url' title=''>The Defense of Yavin 4 (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/red-two-core-8-2' class='bbc_url' title=''>Red Two (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/y-wing-core-8-3' class='bbc_url' title=''>Y-Wing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/astromech-droid-upgrade-core-8-4' class='bbc_url' title=''>Astromech Droid Upgrade (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hidden-outpost-core-8-5' class='bbc_url' title=''>Hidden Outpost (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/rebel-assault-core-8-6' class='bbc_url' title=''>Rebel Assault (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/mission-briefing-core-9-1' class='bbc_url' title=''>Mission Briefing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/mon-mothma-core-9-2' class='bbc_url' title=''>Mon Mothma (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/battlefield-engineers-core-9-3' class='bbc_url' title=''>Battlefield Engineers (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/a-wing-core-9-4' class='bbc_url' title=''>A-Wing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/heavy-blaster-emplacement-core-9-5' class='bbc_url' title=''>Heavy Blaster Emplacement (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/heat-of-battle-core-9-6' class='bbc_url' title=''>Heat of Battle (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/fleeing-the-empire-core-10-1' class='bbc_url' title=''>Fleeing the Empire (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/leia-organa-core-10-2' class='bbc_url' title=''>Leia Organa (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/fleet-officer-core-10-3' class='bbc_url' title=''>Fleet Officer (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/stolen-plans-core-10-4' class='bbc_url' title=''>Stolen Plans (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/youre-my-only-hope-core-10-5' class='bbc_url' title=''>You're My Only Hope (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/twist-of-fate-core-10-6' class='bbc_url' title=''>Twist of Fate (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-rebel-fleet-core-11-1' class='bbc_url' title=''>The Rebel Fleet (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/home-one-core-11-2' class='bbc_url' title=''>Home One (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/y-wing-core-11-3' class='bbc_url' title=''>Y-Wing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/repair-droid-core-11-4' class='bbc_url' title=''>Repair Droid (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hidden-outpost-core-11-5' class='bbc_url' title=''>Hidden Outpost (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-core-11-6' class='bbc_url' title=''>Target of Opportunity (Core)</a></span></span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Pros:</span></span></strong><br />
<span style='color: #000000'><span style='font-family: Arial'>- Lots of objective damage</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Can run VERY fast</span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Cons:</span></span></strong><br />
<span style='color: #000000'><span style='font-family: Arial'>- Survivability</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Tactics icons</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Consistency</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Synergy</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Edge Battles</span></span><br />
<br />
<div style="float:right; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_wedge-antilles-the-desolation-of-hoth-38-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png' /></a></div><span style='color: #000000'><span style='font-family: Arial'>With the release of The Desolation of Hoth the Rebel Vehicle deck got a rather significant boost in both Rogue Three and Wedge Antilles.  Wedge gave vehicles a much needed way to either attack multiple times or remove excess focus icons to get out from under Palpatine.  Also with the Hoth Operations objective you also have a consistent way to win edge battles now that all your Speeders get Edge (1); assuming you have more Hoth objectives in play.  By gaining that extra level of efficiency in edge battles it lessened the stress put on the number of cards needed in your hand to go about winning them.  The deck still has some of the same pitfalls that plagued the previous version as you still have no tactics icons and no survivability.  This force pack went a long way in making the deck better but there were still some holes to patch up.</span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Jedi/Rebel Vehicles v2.0:</span></span></strong><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Affiliation:</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/jedi-core' class='bbc_url' title=''>Jedi (Core)</a> </span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Total Objective Sets: (10)</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/a-journey-to-dagobah-core-4-1' class='bbc_url' title=''>A Journey to Dagobah (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/red-five-core-4-2' class='bbc_url' title=''>Red Five (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/r2-d2-core-4-3' class='bbc_url' title=''>R2-D2 (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/twilek-loyalist-core-4-4' class='bbc_url' title=''>Twi'lek Loyalist (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/double-strike-core-4-5' class='bbc_url' title=''>Double Strike (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-core-4-6' class='bbc_url' title=''>Target of Opportunity (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-defense-of-yavin-4-core-8-1' class='bbc_url' title=''>The Defense of Yavin 4 (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/red-two-core-8-2' class='bbc_url' title=''>Red Two (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/y-wing-core-8-3' class='bbc_url' title=''>Y-Wing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/astromech-droid-upgrade-core-8-4' class='bbc_url' title=''>Astromech Droid Upgrade (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hidden-outpost-core-8-5' class='bbc_url' title=''>Hidden Outpost (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/rebel-assault-core-8-6' class='bbc_url' title=''>Rebel Assault (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/fleeing-the-empire-core-10-1' class='bbc_url' title=''>Fleeing the Empire (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/leia-organa-core-10-2' class='bbc_url' title=''>Leia Organa (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/fleet-officer-core-10-3' class='bbc_url' title=''>Fleet Officer (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/stolen-plans-core-10-4' class='bbc_url' title=''>Stolen Plans (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/youre-my-only-hope-core-10-5' class='bbc_url' title=''>You're My Only Hope (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/twist-of-fate-core-10-6' class='bbc_url' title=''>Twist of Fate (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hoth-operations-the-desolation-of-hoth-38-1' class='bbc_url' title=''>Hoth Operations (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/wedge-antilles-the-desolation-of-hoth-38-2' class='bbc_url' title=''>Wedge Antilles (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/rogue-three-the-desolation-of-hoth-38-3' class='bbc_url' title=''>Rogue Three (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/snowspeeder-the-desolation-of-hoth-38-4' class='bbc_url' title=''>Snowspeeder (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hoth-survival-gear-the-desolation-of-hoth-38-5' class='bbc_url' title=''>Hoth Survival Gear (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-the-desolation-of-hoth-38-6' class='bbc_url' title=''>Target of Opportunity (The Desolation of Hoth)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-rebel-fleet-core-11-1' class='bbc_url' title=''>The Rebel Fleet (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/home-one-core-11-2' class='bbc_url' title=''>Home One (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/y-wing-core-11-3' class='bbc_url' title=''>Y-Wing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/repair-droid-core-11-4' class='bbc_url' title=''>Repair Droid (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hidden-outpost-core-11-5' class='bbc_url' title=''>Hidden Outpost (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-core-11-6' class='bbc_url' title=''>Target of Opportunity (Core)</a></span></span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Pros:</span></span></strong><br />
<span style='color: #000000'><span style='font-family: Arial'>- Lots of objective damage</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Can run VERY fast</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Synergy</span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Cons:</span></span></strong><br />
<span style='color: #000000'><span style='font-family: Arial'>- Survivability</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Tactics icons</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Consistency</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>The second force pack; The Search for Skywalker, was more than anyone could have asked for to help improve this deck in so many different ways.  Two of the three negatives were addressed in this force pack with the inclusion of the objective Preparation for Battle and the unit Renegade Squadron.  The former gives you early game survivability to gain board presence and the latter gives you some control to lock down your opponents board.  Additionally the inclusion of Echo Caverns gives you even more tricks to play as it acts both as an offensive and defensive boon for the deck.  The only downside to Echo Caverns in this deck is that you will more often than not be stealing icons from your units as the trait match won’t always work in your favor.  Even with that slight downside the card is hands down amazing and can lead to some huge swings in your favor if your opponent isn’t paying attention.  This deck is an absolute blast to play and allows you so much utility that at times it can be scary what this deck is able to pull off.  It still has a bit of consistency issues mainly because you have some very specific set pieces you need out to really get rolling, but as you are given more and more of these it takes some of the stress off needing one or two specific units.</span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Smuggler/Rebel Vehicles:</span></span></strong><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Affiliation:</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/smugglers-and-spies-core' class='bbc_url' title=''>Smugglers and Spies (Core)</a> </span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Total Objective Sets: (10)</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-defense-of-yavin-4-core-8-1' class='bbc_url' title=''>The Defense of Yavin 4 (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/red-two-core-8-2' class='bbc_url' title=''>Red Two (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/y-wing-core-8-3' class='bbc_url' title=''>Y-Wing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/astromech-droid-upgrade-core-8-4' class='bbc_url' title=''>Astromech Droid Upgrade (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hidden-outpost-core-8-5' class='bbc_url' title=''>Hidden Outpost (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/rebel-assault-core-8-6' class='bbc_url' title=''>Rebel Assault (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/fleeing-the-empire-core-10-1' class='bbc_url' title=''>Fleeing the Empire (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/leia-organa-core-10-2' class='bbc_url' title=''>Leia Organa (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/fleet-officer-core-10-3' class='bbc_url' title=''>Fleet Officer (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/stolen-plans-core-10-4' class='bbc_url' title=''>Stolen Plans (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/youre-my-only-hope-core-10-5' class='bbc_url' title=''>You're My Only Hope (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/twist-of-fate-core-10-6' class='bbc_url' title=''>Twist of Fate (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hoth-operations-the-desolation-of-hoth-38-1' class='bbc_url' title=''>Hoth Operations (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/wedge-antilles-the-desolation-of-hoth-38-2' class='bbc_url' title=''>Wedge Antilles (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/rogue-three-the-desolation-of-hoth-38-3' class='bbc_url' title=''>Rogue Three (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/snowspeeder-the-desolation-of-hoth-38-4' class='bbc_url' title=''>Snowspeeder (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hoth-survival-gear-the-desolation-of-hoth-38-5' class='bbc_url' title=''>Hoth Survival Gear (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-the-desolation-of-hoth-38-6' class='bbc_url' title=''>Target of Opportunity (The Desolation of Hoth)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/renegade-squadron-mobilization-the-search-for-skywalker-44-1' class='bbc_url' title=''>Renegade Squadron Mobilization (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/renegade-squadron-the-search-for-skywalker-44-2' class='bbc_url' title=''>Renegade Squadron (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/renegade-squadron-operative-the-search-for-skywalker-44-3' class='bbc_url' title=''>Renegade Squadron Operative (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/munitions-expert-the-search-for-skywalker-44-4' class='bbc_url' title=''>Munitions Expert (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/echo-caverns-the-search-for-skywalker-44-5' class='bbc_url' title=''>Echo Caverns (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-the-search-for-skywalker-44-6' class='bbc_url' title=''>Target of Opportunity (The Search For Skywalker)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/preparation-for-battle-the-search-for-skywalker-45-1' class='bbc_url' title=''>Preparation for Battle (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hoth-scout-the-search-for-skywalker-45-2' class='bbc_url' title=''>Hoth Scout (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/aac-1-speeder-tank-the-search-for-skywalker-45-3' class='bbc_url' title=''>AAC-1 Speeder Tank (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/aac-1-speeder-tank-the-search-for-skywalker-45-4' class='bbc_url' title=''>AAC-1 Speeder Tank (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/tauntaun-the-search-for-skywalker-45-5' class='bbc_url' title=''>Tauntaun (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/shelter-from-the-storm-the-search-for-skywalker-45-6' class='bbc_url' title=''>Shelter from the Storm (The Search For Skywalker)</a></span></span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Pros:</span></span></strong><br />
<span style='color: #000000'><span style='font-family: Arial'>- Lots of objective damage</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Can run VERY fast</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Synergy</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Survivability</span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Cons:</span></span></strong><br />
<span style='color: #000000'><span style='font-family: Arial'>- Consistency</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>This is the latest version of the Rebel Vehicles deck I have been trying out.  TGO actually won the Chicago regional piloting this very deck and as I am a huge fan of Rebel decks I jumped on the chance to try it out.  I haven’t had a ton of hands on time with the deck, but from my first five or so games with it I must say that it is loads of fun to play with.  The deck does a great job of keeping the board cleared of opposing units with Heavy Blasters and Rebel Assaults all the while pumping out some massive objective damage with Rogue Three and Red Two.  The addition of a few more units with the “Character” trait mean that you are able to steal icons from a Sith deck on a more consistent basis.  Also don’t overlook that Battlefield Engineers are able to remove a focus token from your Echo Caverns so you get even more utility from it.  At times I find myself wishing Mon Mothma was a clone of Motti because while her Edge (1) is good I would much rather be able to remove extra focus icons during my refresh step.  You also lose out on Preperation for Battle with this build which means you lose some of the survivability provided by all the shielding.  Outside of that minor complaint I have found that this deck hits all the notes I want to see in a Rebel deck.</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Rebel Combo Vehicles:</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Affiliation:</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/smugglers-and-spies-core' class='bbc_url' title=''>Smugglers and Spies (Core)</a> </span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Total Objective Sets: (10)</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-defense-of-yavin-4-core-8-1' class='bbc_url' title=''>The Defense of Yavin 4 (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/red-two-core-8-2' class='bbc_url' title=''>Red Two (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/y-wing-core-8-3' class='bbc_url' title=''>Y-Wing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/astromech-droid-upgrade-core-8-4' class='bbc_url' title=''>Astromech Droid Upgrade (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hidden-outpost-core-8-5' class='bbc_url' title=''>Hidden Outpost (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/rebel-assault-core-8-6' class='bbc_url' title=''>Rebel Assault (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/mission-briefing-core-9-1' class='bbc_url' title=''>Mission Briefing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/mon-mothma-core-9-2' class='bbc_url' title=''>Mon Mothma (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/battlefield-engineers-core-9-3' class='bbc_url' title=''>Battlefield Engineers (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/a-wing-core-9-4' class='bbc_url' title=''>A-Wing (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/heavy-blaster-emplacement-core-9-5' class='bbc_url' title=''>Heavy Blaster Emplacement (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/heat-of-battle-core-9-6' class='bbc_url' title=''>Heat of Battle (Core)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/fleeing-the-empire-core-10-1' class='bbc_url' title=''>Fleeing the Empire (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/leia-organa-core-10-2' class='bbc_url' title=''>Leia Organa (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/fleet-officer-core-10-3' class='bbc_url' title=''>Fleet Officer (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/stolen-plans-core-10-4' class='bbc_url' title=''>Stolen Plans (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/youre-my-only-hope-core-10-5' class='bbc_url' title=''>You're My Only Hope (Core)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/twist-of-fate-core-10-6' class='bbc_url' title=''>Twist of Fate (Core)</a></span></span></span><br />
<br />
<div style="float:right; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_echo-caverns-the-search-for-skywalker-44-5.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_echo-caverns-the-search-for-skywalker-44-5.png' /></a></div><span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hoth-operations-the-desolation-of-hoth-38-1' class='bbc_url' title=''>Hoth Operations (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/wedge-antilles-the-desolation-of-hoth-38-2' class='bbc_url' title=''>Wedge Antilles (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/rogue-three-the-desolation-of-hoth-38-3' class='bbc_url' title=''>Rogue Three (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/snowspeeder-the-desolation-of-hoth-38-4' class='bbc_url' title=''>Snowspeeder (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/hoth-survival-gear-the-desolation-of-hoth-38-5' class='bbc_url' title=''>Hoth Survival Gear (The Desolation of Hoth)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-the-desolation-of-hoth-38-6' class='bbc_url' title=''>Target of Opportunity (The Desolation of Hoth)</a></span></span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>2x <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/renegade-squadron-mobilization-the-search-for-skywalker-44-1' class='bbc_url' title=''>Renegade Squadron Mobilization (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/renegade-squadron-the-search-for-skywalker-44-2' class='bbc_url' title=''>Renegade Squadron (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/renegade-squadron-operative-the-search-for-skywalker-44-3' class='bbc_url' title=''>Renegade Squadron Operative (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/munitions-expert-the-search-for-skywalker-44-4' class='bbc_url' title=''>Munitions Expert (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/echo-caverns-the-search-for-skywalker-44-5' class='bbc_url' title=''>Echo Caverns (The Search For Skywalker)</a></span></span></span><br />
<span style='color: #000000'><span style='font-family: Arial'><span style='background-color: transparent'>	<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/target-of-opportunity-the-search-for-skywalker-44-6' class='bbc_url' title=''>Target of Opportunity (The Search For Skywalker)</a></span></span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Pros:</span></span></strong><br />
<span style='color: #000000'><span style='font-family: Arial'>- Lots of objective damage</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Can run VERY fast</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Synergy</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Tactics icons</span></span><br />
<br />
<strong class='bbc'><span style='color: #000000'><span style='font-family: Arial'>Cons:</span></span></strong><br />
<span style='color: #000000'><span style='font-family: Arial'>- Consistency</span></span><br />
<span style='color: #000000'><span style='font-family: Arial'>- Survivability</span></span><br />
<br />
<span style='color: #000000'><span style='font-family: Arial'>Hopefully this article has sparked everyone's interest to either try out Rebels for the first time or to keep tinkering with them as each new expansion and force pack is released. Next week I really do not have a plan yet for what deck(s) I plan to dissect, so if you have something you would like to see discussed please either post a comment below or PM me on the CardgameDB forums. Thanks again for tuning in to No Disintegrations, if you have a particular deck you would like to see discussed in the coming weeks please leave a comment. As always without each and every one of the valued members here at CardgameDB.com I would be writing to no one so I thank you for your time and may the top deck always be with you!</span></span>]]></description>
		<pubDate>Tue, 21 May 2013 05:31:51 +0000</pubDate>
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		<title>abUse the Force - Regionals Reflections</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/abuse-the-force-regionals-reflections-r635</link>
		<description><![CDATA[As Regionals season winds down, let’s take a look back on a few of the most commonly played Sith and Jedi decks, and reflect on the most popular decks that splash Sith or Jedi.<br />
<br />
To clarify at the outset, when I refer to a Jedi deck, I am typically describing a deck running 8 or 10 Jedi objectives. Same for Sith, Navy, etc.<br />
<br />
<em class='bbc'>(The following decklists were provided in <a href='http://www.fantasyflightgames.com/edge_news.asp?eidn=4129' class='bbc_url' title='External link' rel='nofollow external'>FFG's Star Wars Game experience Results and Highlights Article</a>.)</em><br />
<br />
<span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/SWGE_SWC_MickCipra.png' alt='Posted Image' class='bbc_img' /></span><br />
<br />
One extremely popular Jedi deck this Regionals season was the version that I championed early on, both here at  <a href='http://www.cardgamedb.com/index.php/index.html/_/star-wars/abuse-the-force-r553' class='bbc_url' title=''>CardGameDB</a> and also on the <a href='http://teamcovenant.com/divinityofnumber/2013/03/21/big-ben-wanted-dead-or-alive/' class='bbc_url' title='External link' rel='nofollow external'>Team Covenant</a> site. It seems that this Regionals season, Big Ben was indeed worth more dead than alive. His ability to keep key Jedi characters as well as Guardians of Peace in the game was the key to victory for many players. As I had mentioned previously, running 2x of A Message From Beyond does leave the Jedi deck a bit unit-light. But, the units that do hit the board are significantly more likely to stick around. Combine this with the excellent support offered by The Secret of Yavin 4, and key Jedi characters are likely to stay on the board far longer than the Dark Side would like. Mick Cipra (deck lists pictured above) played this deck and made his way to 2nd place at the FFG Regionals event, and Sarah Paulsen piloted the deck into the Top 8 at that same event, the largest SW:LCG event to date.  <br />
<br />
With respect to Sith builds, a primarily Sith build with a bit of Navy splashed was a strong choice at recent regional competitions (see above list), and for reasons that seem quite obvious in hindsight. Mono-Sith builds that seemed strong pre-Regionals were weak in one important respect; if the Light Side could outlast a Vader and/or an Emperor Palpatine, the deck was essentially out of tricks, and would die a slow death as the LS bashed through shoddy defenses toward inevitable victory. Splashing Navy, as many discovered, gives the deck some more significant threats, such as Devastator. However, as you can also see from the above list, my previous advice, namely that the Sith player should either <a href='http://www.cardgamedb.com/index.php/index.html/_/star-wars/abuse-the-force-go-hoth-or-go-home-r585' class='bbc_url' title=''>Go Hoth or Go Home</a>, was sound. Indeed, 2x of The Killing Cold along with 1x of Shadows on the Ice can provide a quite solid defense.<br />
<br />
Interestingly, we have seen many Sith decks splashing Navy to add some more significant threats to the deck, and we have also seen Navy decks splashing our beloved Sith, specifically Capital Ships decks splashing Sith to run Heart of the Empire. David Bergstrom (deck lists pictured below) piloted such a deck into the Top 4 at the FFG May The 4<sup class='bbc'>th</sup> Be With You event.<br />
<br />
<span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/SWGE_SWC_DavidBergstrom.png' alt='Posted Image' class='bbc_img' /></span><br />
<br />
With respect to decks Splashing Jedi, the most dominant deck featured primarily RA objectives, splashing Jedi for A Journey To Dagobah. Journey to Dagobah, although not a staple in traditionally character-heavy mono-Jedi builds, can be a significant threat when included in a RA build. Although Double Strike is largely useless in such a build, the other four cards are solid additions to a deck that needs to be aggressive. Journey to Dagobah also carries a significant threat to your opponent in that, once it is destroyed, you can search for an objective of your choice and put it into play immediately. I most often see this ability used to retrieve Preparation for Battle, The Defense of Yavin 4, Fleeing the Empire, or simply another Journey to Dagobah.<br />
<br />
It seems as though the dust has settled after regionals, leaving us with a few deck types that have dominated the competition. There is definitely excitement in the air about the next force packs and the deluxe expansion. Will there be a new Jedi objective that ousts Questionable Contacts from most lists? Will the Executor objective set push Heart of the Empire out of Capital Ship builds, or simply join it there? Will another RA objective definitively bump Journey to Dagobah out of RA builds? Will another Sith objective bring us back to mono-Sith, ending the Devastating Sith deck type?<br />
<br />
Only time will tell. Thank you for reading! Please post some of your experiences and stories from Regionals events in the comments!]]></description>
		<pubDate>Mon, 20 May 2013 03:09:23 +0000</pubDate>
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		<title>No Disintegrations - Tournament Report</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/no-disintegrations-tournament-report-r623</link>
		<description><![CDATA[Welcome one and all to another week of No Disintegrations.  Even though this is normally my off week I am pleased to bring you a special entry; a tournament report from the Greer, SC event held on 5/12/13 at Big Robot Games.  Special thanks go out to the entire staff from the store who hosted a very well run event and were even kind enough to provide free donuts!!  The event had 8 players and we played 3 rounds (had some time restraints due to store hours).  I ended up placing first at the regional with the following deck lists:<br />
<br />
<strong class='bbc'>Big Red Bus</strong> (I thought this name fit as Vader and the Emperor are both big and red, then you throw in all the Star Destroyers and things roll over you.... like a bus!)<br />
<br />
<br />
Afflilation: <br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-navy-core" rel="sw/ffg_imperial-navy-core.png|CARD">Imperial Navy</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/fall-of-the-jedi-core-19-1" rel="sw/ffg_fall-of-the-jedi-core-19-1.png|CARD">Fall of the Jedi</a> (Core 19-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/darth-vader-core-19-2" rel="sw/ffg_darth-vader-core-19-2.png|CARD">Darth Vader</a> (Core 19-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/dark-side-apprentice-core-19-3" rel="sw/ffg_dark-side-apprentice-core-19-3.png|CARD">Dark Side Apprentice</a> (Core 19-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/vaders-lightsaber-core-19-4" rel="sw/ffg_vaders-lightsaber-core-19-4.png|CARD">Vader's Lightsaber</a> (Core 19-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-choke-core-19-5" rel="sw/ffg_force-choke-core-19-5.png|CARD">Force Choke</a> (Core 19-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heat-of-battle-core-19-6" rel="sw/ffg_heat-of-battle-core-19-6.png|CARD">Heat of Battle</a> (Core 19-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/counsel-of-the-sith-core-20-1" rel="sw/ffg_counsel-of-the-sith-core-20-1.png|CARD">Counsel of the Sith</a> (Core 20-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/advisor-to-the-emperor-core-20-2" rel="sw/ffg_advisor-to-the-emperor-core-20-2.png|CARD">Advisor to the Emperor</a> (Core 20-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/kuati-security-team-core-20-3" rel="sw/ffg_kuati-security-team-core-20-3.png|CARD">Kuati Security Team</a> (Core 20-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/sith-library-core-20-4" rel="sw/ffg_sith-library-core-20-4.png|CARD">Sith Library</a> (Core 20-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/dark-precognition-core-20-5" rel="sw/ffg_dark-precognition-core-20-5.png|CARD">Dark Precognition</a> (Core 20-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twist-of-fate-core-20-6" rel="sw/ffg_twist-of-fate-core-20-6.png|CARD">Twist of Fate</a> (Core 20-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-emperors-web-core-23-1" rel="sw/ffg_the-emperors-web-core-23-1.png|CARD">The Emperor's Web</a> (Core 23-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperor-palpatine-core-23-2" rel="sw/ffg_emperor-palpatine-core-23-2.png|CARD">Emperor Palpatine</a> (Core 23-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperors-royal-guard-core-23-3" rel="sw/ffg_emperors-royal-guard-core-23-3.png|CARD">Emperor's Royal Guard</a> (Core 23-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/sith-library-core-23-4" rel="sw/ffg_sith-library-core-23-4.png|CARD">Sith Library</a> (Core 23-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-lightning-core-23-5" rel="sw/ffg_force-lightning-core-23-5.png|CARD">Force Lightning</a> (Core 23-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-choke-core-23-6" rel="sw/ffg_force-choke-core-23-6.png|CARD">Force Choke</a> (Core 23-6)<br /></p>
1x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-command-core-26-1" rel="sw/ffg_imperial-command-core-26-1.png|CARD">Imperial Command</a> (Core 26-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/admiral-motti-core-26-2" rel="sw/ffg_admiral-motti-core-26-2.png|CARD">Admiral Motti</a> (Core 26-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/duty-officer-core-26-3" rel="sw/ffg_duty-officer-core-26-3.png|CARD">Duty Officer</a> (Core 26-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-stormtrooper-squad-core-26-4" rel="sw/ffg_heavy-stormtrooper-squad-core-26-4.png|CARD">Heavy Stormtrooper Squad</a> (Core 26-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-stormtrooper-squad-core-26-5" rel="sw/ffg_heavy-stormtrooper-squad-core-26-5.png|CARD">Heavy Stormtrooper Squad</a> (Core 26-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/orbital-bombardment-core-26-6" rel="sw/ffg_orbital-bombardment-core-26-6.png|CARD">Orbital Bombardment</a> (Core 26-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/death-and-despayre-core-29-1" rel="sw/ffg_death-and-despayre-core-29-1.png|CARD">Death and Despayre</a> (Core 29-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/devastator-core-29-2" rel="sw/ffg_devastator-core-29-2.png|CARD">Devastator</a> (Core 29-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-officer-core-29-3" rel="sw/ffg_imperial-officer-core-29-3.png|CARD">Imperial Officer</a> (Core 29-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/control-room-core-29-4" rel="sw/ffg_control-room-core-29-4.png|CARD">Control Room</a> (Core 29-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/defense-upgrade-core-29-5" rel="sw/ffg_defense-upgrade-core-29-5.png|CARD">Defense Upgrade</a> (Core 29-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heat-of-battle-core-29-6" rel="sw/ffg_heat-of-battle-core-29-6.png|CARD">Heat of Battle</a> (Core 29-6)<br /></p>
1x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/deploy-the-fleet-the-search-for-skywalker-46-1" rel="sw/ffg_deploy-the-fleet-the-search-for-skywalker-46-1.png|CARD">Deploy the Fleet</a> (The Search For Skywalker 46-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/death-squadron-star-destroyer-the-search-for-skywalker-46-2" rel="sw/ffg_death-squadron-star-destroyer-the-search-for-skywalker-46-2.png|CARD">Death Squadron Star Destroyer</a> (The Search For Skywalker 46-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/death-squadron-star-destroyer-the-search-for-skywalker-46-3" rel="sw/ffg_death-squadron-star-destroyer-the-search-for-skywalker-46-3.png|CARD">Death Squadron Star Destroyer</a> (The Search For Skywalker 46-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/fleet-navigator-the-search-for-skywalker-46-4" rel="sw/ffg_fleet-navigator-the-search-for-skywalker-46-4.png|CARD">Fleet Navigator</a> (The Search For Skywalker 46-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/death-squadron-command-the-search-for-skywalker-46-5" rel="sw/ffg_death-squadron-command-the-search-for-skywalker-46-5.png|CARD">Death Squadron Command</a> (The Search For Skywalker 46-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/admirals-orders-the-search-for-skywalker-46-6" rel="sw/ffg_admirals-orders-the-search-for-skywalker-46-6.png|CARD">Admiral's Orders</a> (The Search For Skywalker 46-6)<br /></p>
<br />
<br />
<strong class='bbc'>Rebel Caverns:</strong><br />
<br />
<br />
Afflilation: <br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/smugglers-and-spies-core" rel="sw/ffg_smugglers-and-spies-core.png|CARD">Smugglers and Spies</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-defense-of-yavin-4-core-8-1" rel="sw/ffg_the-defense-of-yavin-4-core-8-1.png|CARD">The Defense of Yavin 4</a> (Core 8-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/red-two-core-8-2" rel="sw/ffg_red-two-core-8-2.png|CARD">Red Two</a> (Core 8-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/y-wing-core-8-3" rel="sw/ffg_y-wing-core-8-3.png|CARD">Y-Wing</a> (Core 8-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/astromech-droid-upgrade-core-8-4" rel="sw/ffg_astromech-droid-upgrade-core-8-4.png|CARD">Astromech Droid Upgrade</a> (Core 8-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/hidden-outpost-core-8-5" rel="sw/ffg_hidden-outpost-core-8-5.png|CARD">Hidden Outpost</a> (Core 8-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/rebel-assault-core-8-6" rel="sw/ffg_rebel-assault-core-8-6.png|CARD">Rebel Assault</a> (Core 8-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/fleeing-the-empire-core-10-1" rel="sw/ffg_fleeing-the-empire-core-10-1.png|CARD">Fleeing the Empire</a> (Core 10-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/leia-organa-core-10-2" rel="sw/ffg_leia-organa-core-10-2.png|CARD">Leia Organa</a> (Core 10-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/fleet-officer-core-10-3" rel="sw/ffg_fleet-officer-core-10-3.png|CARD">Fleet Officer</a> (Core 10-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/stolen-plans-core-10-4" rel="sw/ffg_stolen-plans-core-10-4.png|CARD">Stolen Plans</a> (Core 10-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/youre-my-only-hope-core-10-5" rel="sw/ffg_youre-my-only-hope-core-10-5.png|CARD">You're My Only Hope</a> (Core 10-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twist-of-fate-core-10-6" rel="sw/ffg_twist-of-fate-core-10-6.png|CARD">Twist of Fate</a> (Core 10-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-operations-the-desolation-of-hoth-38-1" rel="sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png|CARD">Hoth Operations</a> (The Desolation of Hoth 38-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/rogue-three-the-desolation-of-hoth-38-3" rel="sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png|CARD">Rogue Three</a> (The Desolation of Hoth 38-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/snowspeeder-the-desolation-of-hoth-38-4" rel="sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png|CARD">Snowspeeder</a> (The Desolation of Hoth 38-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-survival-gear-the-desolation-of-hoth-38-5" rel="sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png|CARD">Hoth Survival Gear</a> (The Desolation of Hoth 38-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/target-of-opportunity-the-desolation-of-hoth-38-6" rel="sw/ffg_target-of-opportunity-the-desolation-of-hoth-38-6.png|CARD">Target of Opportunity</a> (The Desolation of Hoth 38-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/renegade-squadron-mobilization-the-search-for-skywalker-44-1" rel="sw/ffg_renegade-squadron-mobilization-the-search-for-skywalker-44-1.png|CARD">Renegade Squadron Mobilization</a> (The Search For Skywalker 44-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/renegade-squadron-the-search-for-skywalker-44-2" rel="sw/ffg_renegade-squadron-the-search-for-skywalker-44-2.png|CARD">Renegade Squadron</a> (The Search For Skywalker 44-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/renegade-squadron-operative-the-search-for-skywalker-44-3" rel="sw/ffg_renegade-squadron-operative-the-search-for-skywalker-44-3.png|CARD">Renegade Squadron Operative</a> (The Search For Skywalker 44-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/munitions-expert-the-search-for-skywalker-44-4" rel="sw/ffg_munitions-expert-the-search-for-skywalker-44-4.png|CARD">Munitions Expert</a> (The Search For Skywalker 44-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/echo-caverns-the-search-for-skywalker-44-5" rel="sw/ffg_echo-caverns-the-search-for-skywalker-44-5.png|CARD">Echo Caverns</a> (The Search For Skywalker 44-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/target-of-opportunity-the-search-for-skywalker-44-6" rel="sw/ffg_target-of-opportunity-the-search-for-skywalker-44-6.png|CARD">Target of Opportunity</a> (The Search For Skywalker 44-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/preparation-for-battle-the-search-for-skywalker-45-1" rel="sw/ffg_preparation-for-battle-the-search-for-skywalker-45-1.png|CARD">Preparation for Battle</a> (The Search For Skywalker 45-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/hoth-scout-the-search-for-skywalker-45-2" rel="sw/ffg_hoth-scout-the-search-for-skywalker-45-2.png|CARD">Hoth Scout</a> (The Search For Skywalker 45-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/aac-1-speeder-tank-the-search-for-skywalker-45-3" rel="sw/ffg_aac-1-speeder-tank-the-search-for-skywalker-45-3.png|CARD">AAC-1 Speeder Tank</a> (The Search For Skywalker 45-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/aac-1-speeder-tank-the-search-for-skywalker-45-4" rel="sw/ffg_aac-1-speeder-tank-the-search-for-skywalker-45-4.png|CARD">AAC-1 Speeder Tank</a> (The Search For Skywalker 45-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/tauntaun-the-search-for-skywalker-45-5" rel="sw/ffg_tauntaun-the-search-for-skywalker-45-5.png|CARD">Tauntaun</a> (The Search For Skywalker 45-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/shelter-from-the-storm-the-search-for-skywalker-45-6" rel="sw/ffg_shelter-from-the-storm-the-search-for-skywalker-45-6.png|CARD">Shelter from the Storm</a> (The Search For Skywalker 45-6)<br /></p>
<br />
<br />
<strong class='bbc'>Tournament Breakdown:</strong><br />
<br />
From what I was able to tell from walking around between rounds and talking with everyone there the following decks were being played:<br />
<br />
Light Side --<br />
3x Blue Man Group - Luke, Han, Obi-Wan, Prep (two of the decks ran 2x Secrets of Yavin, not sure what the other was running; and yes I think calling this deck Blue Man Group works because its all the big beats guys, plus shields which are blue haha)<br />
1x Rebel Preparations - Prep, Hoth Ops, Fleeing, Defense of Yavin, Rebel Fleet<br />
1x Rebel Caverns - Prep, Hoth Ops, Fleeing, Defense of Yavin, Renegade Squad<br />
2x Rebel Vehicles - Fleeing, Defense of Yavin, Hoth Ops, Rebel Fleet, A Journey to Dagobah<br />
1x Smugglers Den - Luke, Han, Yoda, Protectors, Obi-Wan's Spirit<br />
<br />
Dark Side --<br />
2x Big Red Bus - Vader, Emperor, Devastator, Counsel and one of Imperial Command and Deploy the Fleet<br />
3x Sith Control - Vader, Emperor, Counsel, Killing Cold, Cruel Interrogations<br />
2x Big Navy - Devastator, Kuat Reinforcements, Endor Gambit, Defense Protocol, Deploy the Fleet<br />
1x Boba Fett/Capture -- I only had one quick glance at this deck so not sure what all it had, but I did see Take them Prisoner, Bespin Exchange, and Jabba's Orders<br />
<br />
<strong class='bbc'>Tournament Report:</strong><br />
<br />
<strong class='bbc'>Round 1: </strong>Joseph<br />
<br />
Match 1: Joseph (Blue Man Group) vs Ketricel (Big Red Bus)<br />
<br />
This match started out pretty crazy from the get go, I had a first turn Darth Vader who was quickly committed to the force.  Joseph had a few small guys out that I was able to get rid of with a Force Choke clearing out the board.  Turn two saw Vader's Lightsaber and a bunch of resource producing stuff; including Death Squadron Command which is down right amazing.  I think Joseph played a Han on his next turn which I was able to again Force Choke (yay for top decking another one from Counsel of the Sith).  Turn three was an Emperor Palpatine for me followed up by a Devastator on turn four.  Eventually Joseph was able to take out an objective when I over extended trying to close out the game a little too early.  We ended that match with the dial at 12, DS getting 2 objectives and LS getting 1 objective.<br />
<br />
<div style="float:left; padding:10px"><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_renegade-squadron-the-search-for-skywalker-44-2.png' alt='Posted Image' class='bbc_img' /></span></div>Match 2: Joseph (Sith Control) vs Ketricel (Rebel Caverns)<br />
<br />
Joseph was able to drop a turn one Darth Vader which had me very worried, but he didn't last long against a Red Two with Wedge on board (this was probably an ill advised defensive move, but after the match Joseph said he didn't realize how Wedge was going to interact and he thought he could win).  From that point on the Rebel deck just started rolling with Rogue Three and Renegade Squadron making an appearance in successive turns to finish out a rather quick game.  A last minute surge by Joseph was able to knock out one of my objectives and get the dial up to 10 (I hadn't contested the force in the first 4 turns).<br />
<br />
2-0 (4 points)<br />
<br />
<strong class='bbc'>Round 2: </strong>Justin<br />
<br />
Match 1: Justin (Sith Control) vs Ketricel (Rebel Caverns)<br />
<br />
This match was crazy how it eventually played out.  Turn one I saw a Darth Vader hit the board and get committed to the Force.  I was able to get a Rogue Three, Hoth Scout, and Wedge out thanks to a Defense of Yavin 4.  I swung in with Rogue Three and was able to knock out an objective as Justin didn't block with Vader.  I found out why next turn when he was equipped with a Lightsaber and silly me I passed initiative without sacrificing my Hoth Scout and let it get Force Choked and Vader attacked to take out Rogue Three.  Luckily enough I drew into another Rogue Three and Wedge and was able to take out a 2nd objective on my next turn.Vader was able to take out that Rogue Three on the following turn and a few resource producing things were put into play.  On turn 3 I drew some random junk and threw it into play I couldn't really win but I was able to toss some damage around.  Justin played some protectors about this time and decided to just sit back as it was looking pretty grim for me.  I then proceeded to draw the most amazing hand ever, it consisted of 3x Target of Opportunity and 1x Rebel Assault.  All I needed to do was get an unopposed attack in and I was golden.  I had 4 units in play and proceeded to attack with them one at a time, on the third attack Justin I guess felt confident I was just trying to bluff and let in a Princess Leia unopposed which sealed the deal because I didn't have to worry about a Twist of Fate destroying my dreams and I was able to pull out the win with the dial at 7 and no DS objectives destroyed.<br />
<br />
Match 2: Justin (Rebel Preperations) vs Ketricel (Big Red Bus)<br />
<br />
This match was eerily similar to my Round 1 game as Dark Side as I was able to get control early and keep it throughout the entire match with a combination of Darth Vader with his Saber and Emperor Palpatine.  Things got a little dicey at the end when a Home One came into play and the avalanche of focus tokens on Rogue Three were removed (via some crazy Leia/You're My Only Hope shenanigans).  I was able to just hold on and win but I was a bit scared because I let the game almost slip away right at the end by being too aggressive again.  Justin was a really good opponent and ended up finishing in 3rd or 4th.<br />
<br />
2-0 (4 points)<br />
<br />
<strong class='bbc'>Round 3: </strong>Caleb (Caleb was awesome and we ended up taking a draw as he already had won a regional and thus handing me the win)<br />
<br />
Match 1: Caleb (Blue Man Group) vs Ketricel (Big Red Bus)<br />
<br />
First turn for me was rather disappointing as I was only able to get out some resource producing guys, however I did have three Force Chokes in hand and with the objectives Caleb flipped I knew they would be active.  I was able to Force Choke a Tauntaun preventing some extra craziness from getting online early and keeping Caleb off needed resources.  Turn two saw yet another Darth Vader hit the board and making my Force Chokes even better in this matchup. Han Solo came out for Caleb and was handled before he could gain a shield icon with my 2nd Force Choke.  I wasn't able to follow up with any real pressure and Caleb was able to get a bit of momentum taking out two objectives before I was able to stabilize with Emperor Palpatine and some well timed Force Chokes and Force Lightning.  I wasn't able to take out any objectives but I was able to keep the force the entire game and win quickly that way.<br />
<br />
Match 2: Caleb (Big Red Bus) vs Ketricel (Rebel Caverns)<br />
<br />
I was against the ropes from the very start of this match, though I didn't realize it until turn 3. Caleb flooded the field with resource guys and enhancements first turn and was completely focused out.  I was able to get out an early Rogue Three with Wedge and that allowed me to take out an objective thinking I was in a pretty good position.  Vader with a lightsaber came out and took out my Rogue Three with little trouble.  I followed it up with a Red Two pinging away at an objective getting it to 3 of 5 damage capacity which activated my Rebel Assault in hand, instead of blowing the objective right away I sat back on it (in hind sight this was very stupid).  Caleb proceeded to have the wackiest turn EVER.  Let's see if I can describe this in its full detail.  The turn started with the dial ticking up from 3 to 5 because Caleb controlled the force.  He drew and Force Choked my Tauntaun; which deactivated my ability to Rebel Assault.  He then damaged his Deploy the Fleet with 4 damage to play a Devastator for 2.  He then damaged the Deploy the Fleet (killing it) to play a Death Squadron Star Destroyer for 5; I was kinda hating myself for not having played my Rebel Assault when I had the chance.  He was left at this point with 2 open resources and proceeded to swing in with Devastator blowing up an objective and paying 1 for the extra dial tick (DS dial at 7).  Death Squadron Star Destroyer swung in on an objective and was able to kill it, and he was able to pay 1 for the extra dial tick again (DS dial at 10).  Emperor Palpatine and Vader were able to swing in at the last objective to blow it up taking the dial up to 13 and sealing the game.<br />
<br />
1-1 (2 points)<br />
<br />
Final: 5-1 (10 points)<br />
<br />
I had a really good time at the event and was happy to see some familiar faces from previous tournaments in the local area.  Everyone walked away with a playmat and a smile on their face so in my opinion it was a successful tournament. Next week I will go a bit more in-depth with the Rebel Caverns deck and go over some of the amazing tools that it has available. Thanks again for tuning in for No Disintegrations, if you have a particular deck you would like to see discussed in the coming weeks please leave a comment. As always without each and every one of the valued members here at CardgameDB.com I would be writing to no one so I thank you for your time and may the top deck always be with you!]]></description>
		<pubDate>Tue, 14 May 2013 04:19:42 +0000</pubDate>
		<guid isPermaLink="false">fc528592c3858f90196fbfacc814f235</guid>
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	<item>
		<title>Into the Garbage Chute - 1 or 2?</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/into-the-garbage-chute-1-or-2-r622</link>
		<description><![CDATA[<p class='bbc_center'><strong class='bbc'><span class='bbc_underline'>Into the Garbage Chute - 1 or 2??</span></strong></p>
<br />
Welcome back to Into the Garbage Chute. This week I'm going to examine the difficult choice of running 1 or 2 copies of a particular pod. I feel this is one of the more difficult aspects of deck building. Common wisdom says if you want a card in the deck you should be running 2 copies of that pod to ensure you draw it. Therefore, in theory you should be running 2 copies of 5 objectives. However, if you read my tournament report from my regional winning Hoth Lockdown deck you will already know I do not always subscribe to this conventional wisdom. So the question looms, how does one decide if 2 copies of a pod should be included?<br />
<br />
<strong class='bbc'>2 of a card:</strong> One of the primary methods for identifying a pod that you can run a single copy of is whether or not it has 2 of a critical card. There are a number of pods that contain 2 copies of useful cards. By having 2 copies of a card in a pod, it negates the necessity of have 2 copies of the pod to ensure you draw it. Now if you loooove the card then you should be thrilled with the opportunity to have 4 in the deck. However, some cards are situational enough that 2 is plenty. The primary example of this category is the <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1). They are amazing against Jedi but nearly worthless against Rebels. Thus, in many decks I have taken to splashing one copy of the pod for some nice Jedi hate.<br />
<br />
<div style="float:left; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_admiral-motti-core-26-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_admiral-motti-core-26-2.png' /></a></div><strong class='bbc'>Resources</strong>: If you are including a pod primarily for its resources you can usually get away with one copy of the pod. For example, Admiral Motti's pod is excellent for the resources it contains. However, in many decks I don't need 2 copies because I have enough resources. If you are running Motti for his insane ability, you may want to run two copies to ensure that you draw him specifically.<br />
<br />
<strong class='bbc'>Deck synergy</strong>: If a pod is critical to what your deck is trying to accomplish you need two copies of that pod. For example, if you are running a trooper deck you want to have 2 copies of trooper assault. Additionally, if you are running a speeder deck you want to have 2 copies of Hoth Operations. This may seem obvious just from Rogue 3 alone, but the objective itself is critical to the success of the deck as it increases the effectiveness of speeders.<br />
<br />
<strong class='bbc'>Big Characters</strong>: This category is a bit trickier and will change as the card pool grows. Right now if you want to run big Sith characters you really need 2 Vader and 2 Palpatine pods. However, as the card pool grows I could see a day where one of each might be fine depending on the goal of the deck. This is already the case with Jedi. I could easily see a build of the Smuggler's Den is which one copy of Yoda is taken out for a copy of Obi-Wan. Both are big characters and their pods support the deck in different ways.<br />
<br />
<br />
<strong class='bbc'>Examples:</strong><br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1): While I love rocking two copies of this and one copy of Shadows on the Ice for the full Hoth goodness, this objective works well with a single copy. In my estimation this pod gets run for the Ice Tromper. Since there are two copies of the Tromper in the set it works just fine as a one off. Additionally, one copy of Twist of Fate is always welcome and Fear is still useful. Although it is unlikely you will use Desolation of Hoth, its 3 force icons make it a wonderful edge card.<br />
<br />
<div style="float:right; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_yoda-core-2-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_yoda-core-2-2.png' /></a></div><a href="/index.php/starwars/star-wars-card-spoilers/_/core/in-you-must-go-core-2-1" rel="sw/ffg_in-you-must-go-core-2-1.png|CARD">In You Must Go</a> (Core 2-1): Personally I prefer running 2 copies of this pod in every Jedi deck for the resources and the cancel, it would work just fine as 1 copy. Assuming you are running pod 5 you are looking at 3/4 cancels. Either works, though 4 is a bit more redundancy. The pod has a resource which is great in single or duplicate form. Unless you are planning to run Message From Beyond to specifically load up Yoda, you aren't running Yoda in hopes of making him the ultimate beat stick. Usually he gets used to own the force or in edge battles. In fact, if this pod wasn't one of the few to have a resource and a cancel I would ditch it altogether in most decks. But if you do choose to use it 1 or 2 copies will both suit your purposes just fine.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1" rel="sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png|CARD">A Message from Beyond</a> (The Desolation of Hoth 37-1): This to me is the perfect example of an all or nothing pod. While I love Obi Wan's Spirit, what makes it so strong is the ability to loop it over and over. By running one copy of the objective you do still get 2 copies of Obi Wan's Spirit but your chances of being able to loop it are quite slim. The rest of the pod has no resources and since both weapon mastery and calm require enhancements, this pod seems like a 2 or 0 to me.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/cruel-interrogations-core-24-1" rel="sw/ffg_cruel-interrogations-core-24-1.png|CARD">Cruel Interrogations</a> (Core 24-1): This is one of those pods that is entirely deck dependent. If you are running it as the seed objective for a capture deck featuring the Weequay Elites then you want 2 for sure. If you are using it as the lynchpin of a hand control deck then you want 2. However, if you are simply running it because you want some high quality cards and tactics icons then 1 copy will suffice. Since it contains two copies of the Interrogation Droid you don't have to run 2 copies to ensure you draw one.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-secret-of-yavin-4-core-5-1" rel="sw/ffg_the-secret-of-yavin-4-core-5-1.png|CARD">The Secret of Yavin 4</a> (Core 5-1): Personally this is a 2 copy in every character deck I play, but I can see the value of this pod as a single copy as well. If you are already running one or two copies of Yoda then you have a cancel. So, one copy of C-3P0 could be sufficient. Since if comes with two copies of the Guardian of Peace it is possible to say "that is enough protection, I would prefer to add more big characters that can actually win the game." For me the sticking point is Lightsaber Deflection. That card is a soul wrecker but it could still be a powerful tool as a single copy. Much more so as a card your opponent fears than as a card that you actually play.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/counsel-of-the-sith-core-20-1" rel="sw/ffg_counsel-of-the-sith-core-20-1.png|CARD">Counsel of the Sith</a> (Core 20-1): Another pod whose 1 or 2 copy status is entirely dependent on what you want from the pod. If you want to guarantee card draw and deck cycling you want 2 copies. However, if you just want some solid cards including resources, one copy can easily be included in a deck.<br />
<br />
Bottom Line:<br />
<br />
In my opinion, at this point, almost any pod can be included as a single copy. In any deck in which I include Han or Luke I include two copies. However, that is not because they are bad pods to have a single copy of, rather they are just really good cards I want to see during a game. It will be very interesting to see how this changes as the card pool evolves. We may start seeing more decks with 8 different pods containing big characters. It will depend on how much synergy characters have with other cards. For example, Luke doesn't really synergize with anything other than just random characters. He's a beatstick and his pod includes enhancements for characters. That is not restrictive. One or two copies will always be easily dropped into any character deck. Thanks for peeking inside the Garbage Chute that is my brain this week.<br />
<br />
<em class='bbc'>Tiny Grimes has been playing Star Wars LCG since its inception. He won the first Star Wars Regional. He also has lost far too many AGOT regionals to count. Ok fine, it's 4, are you happy now!</em>]]></description>
		<pubDate>Mon, 13 May 2013 16:28:27 +0000</pubDate>
		<guid isPermaLink="false">c7af0926b294e47e52e46cfebe173f20</guid>
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		<title>The Search For Skywalker - Light Side Review</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/the-search-for-skywalker-light-side-review-r614</link>
		<description><![CDATA[In part two of our Star Wars LCG The Search For Skywalker Objective Set Review our reviewers will be covering taking a look at the Light Side Objective Sets.<br />
<br />
First up are the Rebels with <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/sensors-are-placed-the-search-for-skywalker-43-1" rel="sw/ffg_sensors-are-placed-the-search-for-skywalker-43-1.png|CARD">Sensors Are Placed</a> (The Search For Skywalker 43-1):<br />
<br />
<br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_sensors-are-placed-the-search-for-skywalker-43-1.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_sensors-are-placed-the-search-for-skywalker-43-1.png' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_echo-defender-the-search-for-skywalker-43-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_echo-defender-the-search-for-skywalker-43-2.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_echo-defender-the-search-for-skywalker-43-3.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_echo-defender-the-search-for-skywalker-43-3.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_echo-base-the-search-for-skywalker-43-4.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_echo-base-the-search-for-skywalker-43-4.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_echo-base-shield-generator-the-search-for-skywalker-43-5.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_echo-base-shield-generator-the-search-for-skywalker-43-5.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_first-marker-the-search-for-skywalker-43-6.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_first-marker-the-search-for-skywalker-43-6.jpg' /></a></p>
<br />
<br />
<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Sensors Are Placed - 3/5</strong><br />
<br />
This is a rather solid objective as it gives you another version of Obi-Wan's ability to put into play.  The only issue I have with it is that since you are required to have more Hoth objectives than your opponent it can at times be inactive.  Definitely not an objective to take lightly, but when the Light side has so many solid objective options this just falls in the middle of the road.<br />
<br />
<strong class='bbc'>Echo Defender (x2) - 1/5</strong><br />
<br />
I really want to like this unit because it has potential, but sadly all that potential is stripped away because all of this units combat icons are edge dependent and the Rebel faction currently has a somewhat weak chance of winning edge battles without Speeders in play.  The tactics icon is about the only saving grace of this unit but most opponents will just avoid the potential unit damage by either winning the edge battle or not committing units against this guy. I understand why this unit was made, I just don't see it having any impact on the game environment other than being yet another unit to throw around as needed.<br />
<br />
<strong class='bbc'>Echo Base - 4/5</strong><br />
<br />
If it weren't for the Echo Base Shield Generator this would be my favorite card in this pack.  Adding one additional damage capacity to all of your Hoth objectives may not seem like a huge deal, but adding that sixth point of damage capacity to most objectives is actually really huge.  This prevents the Devastator from being able to one shot objectives and majorly screws up the math for most attacks.  Sadly you can only have one in play or it would be so many times better.<br />
<br />
<strong class='bbc'>Echo Base Shield Generator - 5/5</strong><br />
<br />
I really like this card mainly because it is reusable and has multiple purposes, and in case you were wondering the whole "giving something a Shield" isn't too shabby either.  The way I envision blowing my opponents mind with this card at some point in time goes as follow: Get 2 damage on the enhancement, swing in with a unit, add a shield, return objective to hand, play objective in Edge battle, win game.  This will more then likely never happen, but one can always dream.  Until that time though this card is very good because it adds another source of protection for Rebel decks.<br />
<br />
<strong class='bbc'>First Marker - 2/5</strong><br />
<br />
Against Imperial Navy decks this card can win you the game (almost), against Sith decks this card is nothing other than something to throw away for edge battles and start of turn discards.  That double edged sword of never knowing if this card will be useful until you start a game means that you cannot reliably add this card to fulfill any one function in a deck.  It certainly has some wonderful uses but they are somewhat limited.<br />
<br />
<strong class='bbc'>Overall - 3/5</strong><br /></div></div>
<br />
<p class='citation'>RedSquadronK said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Sensors Are Placed: 4/5</strong><br />
I really love this objective. Standard stats and it doesn't really work outside of a Hoth-centric deck, but when you do get it, having perma-Obi Wan goes a long way towards shoring up Rebel's difficulty in winning edge battles. In my games so far people have been gunning for this first.<br />
<br />
<strong class='bbc'>Echo Defender: 3/5</strong><br />
I love these guys. I think they cost just the right amount and getting those tactics icons en masse is very cool. Yeah yeah, I know that everything they have is edge dependent, but in a Hoth deck even the threat of 3-4 unit damage can be enough.<br />
<br />
<strong class='bbc'>Echo Base: 4/5</strong><br />
More resources, check. Okay edge icons, check. Two great passive abilities, check. Echo Base is just a very solid base card that I always like to see in my hand and on my board.<br />
<br />
<strong class='bbc'>Echo Base Shield Generator: 3/5</strong><br />
It's really strong, but I've found it's also really expensive. The saving grace is the 3 icons for the edge battle. That alone makes it worthwhile. If you can find the resources to play it without losing tempo, it can also be a really strong save against tactics icons like Palpatine.<br />
<br />
<strong class='bbc'>First Marker: 2/5</strong><br />
Except it's actually a 5/5 against Navy Vehicle decks. Right now I don't see a ton of those played, but it absolutely shuts those down cold, especially if you draw both of them. So while that's good in a narrow field, I'm not sure I like how good and narrow it is from a design standpoint.<br />
<br />
<strong class='bbc'>Overall: 4/5</strong><br />
Now, a caveat to all the above ratings: these rating assume you are playing a deck that is majority Hoth objectives. If not, this objective set is pretty terrible. But the amount of Hoth keyword support it gives, plus the icons and abilities for edge battles, makes this almost an auto-include for Hoth decks.<br /></div></div>
<br />
<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Sensors are Placed. 3/5 (Likely to increase)</strong><br />
<br />
I really quite like this card. Obi-Wans ability is actually really damned annoying. Stopping your opponent from bluffing with a Twist of fate as their only card in an edge battle is immense. When more Hoth objectives are released I will up my score.<br />
<br />
<strong class='bbc'>Echo Defender 3/5</strong><br />
<br />
Whenever I see tactic icons on cheap disposable weenies, I get a shiver down my spine. I find tactics to be the more powerful icon of the 3. Now when its edge dependant on a Rebel Alliance card, not so much. Of all the factions, the 2 fleets are the ones who suffer most in the edge battle and this means this card will often be a poor performer. The added unit damage is a nice touch though so it will more often than not have some use.<br />
<br />
<strong class='bbc'>Echo Base 5/5</strong><br />
<br />
I love this card. Increased Damage Capacity on Hoth objectives is damned good. Having it considered an extra Hoth objective is also very cool. Allowing cards like Echo Defender have more impact on the game is always welcome, considering how many cards are boosted by the amount of Hoth objectives in play. Also, it provides a resource. Theres nothing bad to say about this card.<br />
<br />
<strong class='bbc'>Echo Base Shield Generator 3/5</strong><br />
<br />
It seems a little expensive to me but that ability is pretty good at helping you maintain a strong board presence. I think its main use is in assisting with the edge battles. That alone makes me want to REALLY like this card being that so many potentially good Rebel cards are reliant on that factor. After testing, this card could easily go to a 4/5 or even a 5/5.<br />
<br />
<strong class='bbc'>First Marker 1/5 or 5/5</strong>.<br />
<br />
Imperial Navy...Kiss your ass goodbye. This card is straight up nuts against them. I mean, in reality, theres very little the navy can do against a card like this. Sith on the other hand will barely be affected by it. Its very dependant on your opponents deck but at the very least you can always cycle it at the start of your turn. Scarily good card or straight up terrible.<br />
<br />
<strong class='bbc'>Total score 4/5</strong><br /></div></div>
<br />
<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Sensors Are Placed: 4/5</strong><br />
One of the Rebels biggest issues is actually winning edge battles. This card helps in that department. Information is key in this game and this objective provides you with critical info.<br />
<br />
<strong class='bbc'>Echo Defender: 2.5/5</strong><br />
He's basically a more expensive Twilek Loyalist. You aren't going to win edge battles and get to use his unit icons. However, you might force your opponent to either let you tactics someone or waste their cards making sure you don't. As long as you are willing to chump attack with him and let him die, he can be a useful tool.<br />
<br />
<strong class='bbc'>Echo Base: 5/5</strong><br />
All the bases released have been great and this is no exception. It synergizes with a number of Hoth dependent cards. Essentially it's a non-limited resource with a great passive.<br />
<br />
<strong class='bbc'>Echo Base Shield Generator: 3/5</strong><br />
If this card was 2 cost and 2 shields I would love it. At 3 it feels too pricey. I'm sure it will be useful, but it's cost is to steep to warrant a 4.<br />
<br />
<strong class='bbc'>First Marker: 4/5</strong><br />
It shuts down Navy. Any card that shuts down an entire archetype is pretty darn good in my book. Sure it does nothing against Sith but that's ok.<br />
<br />
<strong class='bbc'>Overall: 3.5/5</strong><br />
This pod will be a backbone for Hoth based decks for the foreseeable future. It doesn't have any must have cards, but the Echo Base is really useful for Hoth based decks.<br /></div></div>
<br />
<br />
<p class='citation'>Tragic said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/sensors-are-placed-the-search-for-skywalker-43-1" rel="sw/ffg_sensors-are-placed-the-search-for-skywalker-43-1.png|CARD">Sensors Are Placed</a> (The Search For Skywalker 43-1)</strong><br />
<br />
So a 1/5 objective... it fits the pattern of a 1 cost + an effect and this is a powerful effect. We all know how powerful edge battles are. I think it is the most miss understood aspect of the game, with people over committing or under committing. This effect dose so much, Twists require an extra discard and small hand size opponents have their edge battles severally compromised. This dose nothing but work wonders for you. We have seen this effect with Kenobi, we know it is good. The real problem is the Hoth Quantity Check. I dislike effects that require a trigger form my opponent. They are unreliable and make a poor choice for building a deck design around. That being said the true power of this effect will not be seen for some time to come. Right now the card pool is small and we are salivating or new content. The deck building system means that large chunks of new cards are tested at a time and everyone is trying out the new PoDs. This means that you are guaranteed to see Hoth objectives on the other side of the table, weakening the Hoth Quantity Check. Yet in years to come when Hoth is a distant memory and we have a much larger selecting of cards to choose from you will find that you may see decks more often that have no Hoth in them of any sort. This is when Hoth Quantity Checks will shine, when you go back to the old keyword to bring that effect into the light as a surprise. This card and others like it will just get more powerful as the card pool grows, but for now it is an unreliable effect and not of a huge amount of interest for deck design.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/echo-defender-the-search-for-skywalker-43-2" rel="sw/ffg_echo-defender-the-search-for-skywalker-43-2.png|CARD">Echo Defender</a> (The Search For Skywalker 43-2) x2</strong><br />
<br />
I'm a little confused about this card It looks like the effect adds a Black Blast Icon, but the database is saying "This unit gains [Edge-Enabled Unit Damage] &lt;snip&gt;" Witch sounds like it is add a white icon, I mean a white icon is “edge enabled unit damage” right? Anyway I am pretty sure it is a black icon. Either way we can agree that tactic icons are probably the most powerful damage icon in the game. There is a strong tradition of weenie cards with white tactic icons that require edge and they have been performing wonders form the day of release controlling even extremely powerful units on the board. The 2 damage means it has a little more saying power than the Loyalists and protected a bit from direct damage effects, but these will still be targeted down fast if the other player is wise. The problem with this and other white tactic icon cards is the edge battle, now the objective helps, but only if you have it in play and your opponents board triggers it. You need a plan to use this unit, it isn't one you place on the table and hope to use it in the future, the longer it is on the table the weaker it is. Do not dump this and a bunch of other stuff, with out cards for edge it is worthless. A powerful card, that is difficult to play correctly... this is what makes a game good and this is a good card added to this is that there are 2 copies in a single pod, means that you can rely in its draw more than most.<br />
<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/echo-base-the-search-for-skywalker-43-4" rel="sw/ffg_echo-base-the-search-for-skywalker-43-4.png|CARD">Echo Base</a> (The Search For Skywalker 43-4)</strong><br />
<br />
Now this is a strange card. a 2/2/1 resource enhancement is all well and good, resource-gen is a good thing right? The +1 dmg capacity is of course great. 1 dmg doesn't seam much but it can really add to the turns needed to take out an objective. So already this is a good resource card, it doesn’t replace its resource when you play it but it has a nice effect on your Hoth objectives. Then there is this other effect of the enchantment adding +1 to Hoth Quantity Checks. This feels like a stop gap measure to force the Hoth Quantity Checks into the current meta early before we have a full compliment of Hoth objectives as fule, but it is really much more than that. This effect is the real star, this is the effect that you want from this card, the other stuff which is arguable good enough on their own is just icing. Wether it is in the current meta or years form now when Hoth Quanity Check are easier to trigger this card just makes them trigger that much easier. Splashing an objective or 2 out of Hoth no longer will be an issue if you are trying to gain advantage through the Hoth Quantity Check. The Hoth Quantity checks are powerful, but hard to trigger and also opponent based, this smooths out those triggers making the deck function so much better. One of the Hoth Quantity Check's greatest weaknesses is that there is no way to force it if you have a bad draw. This addresses that, it addresses the current attractive Hoth pool witch causes lots of Hoth to be used on both sides and it addresses the future meta when you wish to run Hoth but have a lot of other great pods to choose from and can not stomach the thought of near / mono Hoth to force those triggers.<br />
<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/echo-base-shield-generator-the-search-for-skywalker-43-5" rel="sw/ffg_echo-base-shield-generator-the-search-for-skywalker-43-5.png|CARD">Echo Base Shield Generator</a> (The Search For Skywalker 43-5)</strong><br />
<br />
Another great enchantment for this PoD. It combos well with Fleeing the Empire and Mobilise the Squadrons. We have all played about with Guardian protection deck and found it wanting, yet were shocked at the power of damage soaking. Shutting down Direct Damage, slowing down objective destruction, aiding rush decks that use wienies, changing the scope of a battle to keep your dudes alive? Shielding is awesome, this is what we learnt. What we basically have here is a 3 cost event in a way. I expect to see this used in a single turn more often than not, to protect it form enhancement destruction and the recursion places it in the position to be used again, or even to fuel edge battles as it has a hefty 3 value. Yet there is power in having this out and the threat of action speed shielding at any time, with no cost.. wow. This is an efficient card that can drastically change the board. It has from play recursion and it can bounce directly into hand after use for no cost to fuel an edge battle at any given time. Just fantastic.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/first-marker-the-search-for-skywalker-43-6" rel="sw/ffg_first-marker-the-search-for-skywalker-43-6.png|CARD">First Marker</a> (The Search For Skywalker 43-6)</strong><br />
<br />
Am I the only one that thinks this is lame that the graphic is not a frozen Tauntaun? I have already talked about my hate for cards that require your opponents cooperation to trigger and that is the definition of a deck counter card. Witch is what this card is. It is a card to help with protection and slow down heavy character DS decks. It also has use if your opponents deck is not character based as a +1 edge card so it is never exactly dead. Deck counters are a low priority, it is more important for your deck to function in a vacuum than have an answer to every deck in the meta that you could possibly meet. Yet you need counters to the meta in your deck if you wish to beat a large number of players, as the larger the player pool the more decks you will see and therefore be exposed to a wider representation of the meta. So you need to have these answers to decks that you have only a chance of meeting and that requires you to weaken you decks functionality, witch you do not want to do either. This is the deck building nightmare that plagues card games and has deck builders agonising over a single card here and there before an event. The PoD system really takes a lot of the hard deck building choices form the player and allows them to behave with much more deck building skill than they otherwise might show. This card is not a card to really care about, it is edge fuel.. but if you see a heavy character deck, it is the card to have to slow it down. Putting it in a PoD that has a high chance to make it into Hoth decks is great design, and shows that the developers have a deep understanding of how the PoD system effects classic deck building.<br />
<br />
<strong class='bbc'>Overall</strong><br />
All in all I find this to be a great PoD and one that I feel will not only make it into many decks during the Hoth run but also become a must include for decks for years to come that wish to run Hoth Quantity checks and still have room to play objectives form the other sets that will become available. Its real power is in its utilities, while a 2/1/2 character with white tactics icons that appears twice so you can plan on its draw is a good thing, it is enchantments that make this a PoD to choose. It even knows it has a high chance of inclusion so they added a deck counter card. Of coure if your not running Hoth, then you would not run this PoD. I expect to see this PoD in decks for a long time, not only smoothing Hoth decks right now, but also in any Hoth decks of the future (or past.. I forget witch one it is with Star Wars)<br /></div></div>
<br />
<br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_renegade-squadron-mobilization-the-search-for-skywalker-44-1.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_renegade-squadron-mobilization-the-search-for-skywalker-44-1.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_renegade-squadron-the-search-for-skywalker-44-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_renegade-squadron-the-search-for-skywalker-44-2.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_renegade-squadron-operative-the-search-for-skywalker-44-3.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_renegade-squadron-operative-the-search-for-skywalker-44-3.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_munitions-expert-the-search-for-skywalker-44-4.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_munitions-expert-the-search-for-skywalker-44-4.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_echo-caverns-the-search-for-skywalker-44-5.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_echo-caverns-the-search-for-skywalker-44-5.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_target-of-opportunity-the-search-for-skywalker-44-6.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_target-of-opportunity-the-search-for-skywalker-44-6.jpg' /></a></p>
<br />
<br />
<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Renegade Squadron Mobilization - 4/5</strong><br />
<br />
Card advantage is always a key aspect of winning decks, so having an objective that can provide you with a potentially large amount of card advantage is going to be very good.  In games where you are just rolling your opponent this will help keep your hand fueled with cards for edge battles and this just keeps getting better with cards such as Han Solo or Rebel Assault that you can target kill units with all while gaining cards.  I see this objective having a bright future ahead of it, especially once more Smuggler cards are available.<br />
<br />
<strong class='bbc'>Renegade Squadron - 3/5 (after Edge of Darkness 4+/5)</strong><br />
<br />
Currently there aren't enough ways for your opponent to capture cards to make this units effect fully useful, despite that this is still a solid unit although it is a bit pricey.  The combat icons are a nice spread of the spectrum and allow this unit to multitask very effectively.  I could easily see this finding its way into Rebel vehicle decks as it would provide them with a source of much needed Tactics icons.<br />
<br />
<strong class='bbc'>Renegade Squadron Operative - 2/5</strong><br />
<br />
This is how you build an effective two cost unit FFG!!  While not stellar or game breaking this is a solid unit that is going to hit play and you aren't going to complain about drawing (I'm looking at you Echo Defender).  A nice solid two cost unit for the Smuggler faction.<br />
<br />
<strong class='bbc'>Munitions Expert - 3/5</strong><br />
<br />
Combat tricks abound with this guy on the board, being able to add that last bit of extra unit damage at will can be huge and mean the difference between success and defeat.  Efficiently costed this guy will have a noticeable impact on the game and I am really liking the direction the Smugglers affiliation is taking as a whole so far with all their combat shenanigans.<br />
<br />
<strong class='bbc'>Echo Caverns - 5/5</strong><br />
<br />
This is the kind of card you can build an entire deck around and is useful in pretty much any situation.  It lets you steal icons from your opponent or add an icon on a focused unit to one that is about to strike.  It is even useful early game when you just use it for the resource it provides while you are still building your board presence.  This is one of those cards that will continue to see play through the entire life of the game and that people will use to great effect, too bad you can only have one in play at a time or things could quickly get out of hand.<br />
<br />
<strong class='bbc'>Overall - 4.5/5</strong><br /></div></div>
<br />
<p class='citation'>RedSquadronK said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Renegade Squadron Mobilization: 4/5</strong><br />
Standard Stats with a very nice little ability. So far I haven't been able to (or at least remembered to) trigger the reaction as much I thought I would be able to, but card draw is card draw and this gives you a good amount of it.<br />
<br />
<strong class='bbc'>Renegade Squadron: 4/5</strong><br />
I really want to give it a 5. It has pretty much everything: a good mix of non-edge dependent icons, elite, lots of health, and a unique and powerful ability. But it's also expensive, could use one more force icon, and doesn't do much damage. No matter the number, this is a very very strong card.<br />
<br />
<strong class='bbc'>Renegade Squadron Operative: 3/5</strong><br />
About as vanilla of a chud as they come. But it's costed fairly and has non-edge dependent icons, so it's certainly playable in a pinch.<br />
<br />
<strong class='bbc'>Munitions Expert: 2/5</strong><br />
A kinda fun little guy, but nothing special. Most times he'll discard or edge, but icon manipulation can definitely come in handy sometimes.<br />
<br />
<strong class='bbc'>Echo Caverns: 5/5</strong><br />
This card is absurdly good. If one card in this force pack will shift the meta, it's this. The ability to take an icon from a DS defender and give it to one of your attackers or even a future attacker (as the transfer lasts for the entire phase) provides huge levels of versatility. Or you can transfer an icon from a unit you've already attacked with to your current attacker. Or you can move an icon from their current defender to someone not in the battle. I can't get over how good this card can be.<br />
<br />
<strong class='bbc'>Target of Opportunity: 3/5</strong><br />
Always a nice card to have, especially for this objective set where there are so few blast icons.<br />
<br />
<strong class='bbc'>Overall: 5/5</strong><br />
This set is a 5 because of Echo Caverns alone. I'm hoping that it turns out to be like the Heavy Blaster Emplacement and we just need some time to adjust to it and figure out how to deal, but even so this is a very solid set. Smugglers & Spies only have 2 objectives right now, but they might be the most powerful faction anyway.<br /></div></div>
<br />
<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Renegade Squadron Mobilization 5/5</strong><br />
<br />
This card is awesome. Good solid stats and perhaps one of the better draw effects available in the game at present. Its not limited as you can essentially draw as much as you can kill. Certainly puts the pressure on the DS player. 2 of these working in tandem is a terrifing prospect.<br />
<br />
<strong class='bbc'>Renegade Squadron 4/5</strong><br />
<br />
A good solid unit. Not quite sure how useful the ability is in the current environment but Im sure it will have a use when the Scum get more love. A decent spread of icons for the cost and the threat of a potential 2 tactic icons is one of the more appealing things about this card. Also Elite is nuts good.<br />
<br />
<strong class='bbc'>Renegade Squadron Operative 4/5</strong><br />
<br />
Now this a solid weenie. No frills, just cheap and perfectly capable of shooting you in the face. I think we need more units like this.<br />
<br />
<strong class='bbc'>Munitions Expert 3/5</strong><br />
<br />
Its not to bad for its cost. Not gonna take the world by storm but he has his uses.<br />
<br />
<strong class='bbc'>Echo Caverns. 5/5</strong><br />
<br />
This card is amazing. Icon manipulation and Resources all rolled into one single well costed card. Being able to deny certain icons to your opponent is priceless but stealing them...well thats just rude. A very thematic card that feels right at home in the S&S faction and will make for some very frustrated opponents. I love it!<br />
<br />
<strong class='bbc'>Target of Oppurtunity 5/5</strong><br />
<br />
Nuff said..<br />
<br />
Overall 5/5. A great starting block for S&S.<br /></div></div>
<br />
<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Renegade Squadron Mobilization: 5/5</strong><br />
Draw wins games and this card provides oodles of draw. Han and Swindled synergize well with this objective. Han initiates a battle and kills a resource chud. This allows you to draw one more card for the edge battle.<br />
<br />
<strong class='bbc'>Renegade Squadron: 3.5/5</strong><br />
A useful card. Essentially it provides Jedi decks the opportunity to run with 8 big characters. Clearly it's value will rise as more capture cards are released. I usually use this as an edge card currently but if my other main characters elude me, I'm always happy to see it.<br />
<br />
<strong class='bbc'>Renegade Squadron Operative: 2/5</strong><br />
If this was a Sith card I would love him. However, in decks like the Smuggler's Den, he's basically the worst unit in the deck. In fact I usually end up discarding him to draw other cards. Having no tactics or blast icons, means he isn't adding much. You already have guys with targeted strike to clear the board. I'm going to call him fools gold. He looks decent until you use him.<br />
<br />
<strong class='bbc'>Munitions Expert: 3/5</strong><br />
I like this chud. At only 1 cost he adds quite a bit of versatility. With targeted strike characters he gives them even more board clearing power. Moreover, since it is until the end of the phase he works well with Trust Your Feelings. Allowing Luke to make 2 strikes at 3 or 4 unit damage.<br />
<br />
<strong class='bbc'>Echo Caverns: 5/5</strong><br />
This is the best card in the pack. There is so much room for skilled play with this card. Remember you can steal your own icons, your opponent's icons, and even move your opponent's icons to other opponent targets. The latter is often critical in the Navy matchup if you have no vehicles. Tactics one unit and then move a blast damage to that unit. Simply put an amazing versatile card.<br />
<br />
<strong class='bbc'>Target of Opportunity: 2/5</strong><br />
In a Jedi deck this seems unnecessary. While it's nice to do a free damage to an objective, it's even better to grab board control. However, in a Rebel deck the rating would go up.<br />
<br />
<strong class='bbc'>Overall: 4.5/5</strong><br />
This is going to be a popular choice for a long time. Echo Caverns is a pro card and the other cards in the pod are all quality cards.<br /></div></div>
<br />
<br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_preparation-for-battle-the-search-for-skywalker-45-1.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_preparation-for-battle-the-search-for-skywalker-45-1.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_hoth-scout-the-search-for-skywalker-45-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_hoth-scout-the-search-for-skywalker-45-2.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_aac-1-speeder-tank-the-search-for-skywalker-45-3.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_aac-1-speeder-tank-the-search-for-skywalker-45-3.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_aac-1-speeder-tank-the-search-for-skywalker-45-4.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_aac-1-speeder-tank-the-search-for-skywalker-45-4.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_tauntaun-the-search-for-skywalker-45-5.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_tauntaun-the-search-for-skywalker-45-5.jpg' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_shelter-from-the-storm-the-search-for-skywalker-45-6.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_shelter-from-the-storm-the-search-for-skywalker-45-6.jpg' /></a></p>
<br />
<br />
<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Preparation for Battle - 5/5</strong><br />
<br />
By far the best utility objective to date.  During the early game your shielded units are protected, allowing you to build board position and make strategic attacks and profitable defenses choices.  Then late game this will allow you to start pushing through that extra objective damage you need in order to close the game out.  Not many objectives have this kind of utility.<br />
<br />
<strong class='bbc'>Hoth Scout - 3/5</strong><br />
<br />
This card fits the theme of the objective set perfectly and gives yet another way to add shields to units.  Having to sacrifice the unit to do so seems like a fair trade off, and means that you can first strike with the unit to get even more utility from it.<br />
<br />
<strong class='bbc'>AAC-1 Speeder Tank x2 - 4/5</strong><br />
<br />
Tactics icons for vehicles... yes please!!  True the icon on this unit is edge dependent, but luckily enough this unit is also a speeder meaning that it gains the benefit of Hoth Operations making this task a bit easier.  Add to that the fact that this unit also has Shielding and it starts to become obvious why this unit is going to be a key fixture for Rebel Vehicle decks.  Seriously what more could you ask from a two cost unit?<br />
<br />
<strong class='bbc'>Tauntaun - 2.5/5</strong><br />
<br />
When I first saw this unit I was very disappointed as it seemed completely useless.  Then I wised up and took another look at the card and realized that it provided a resource.  In an already stacked objective set to also throw in a resource providing unit (all be it neutral) just seems like a bit of overkill, but I won't complain instead I will embrace.  As an added bonus here is a corny joke:  What is the internal temperature of a Tauntaun?  Luke warm.<br />
<br />
<strong class='bbc'>Shelter from the Storm - 1/5 (in a Vehicle Deck) 5/5 (in a Character Deck)</strong><br />
<br />
In and of itself this is a very good card as it gives a <span class='bbc_underline'>Character</span> unit a shield and makes it not targetable and immune to damage.  However that single underlined word in the previous sentence makes this card a double edged sword.  In a vehicle based deck this card loses all of its value and really doesn't add much to the overall strength of the set.  On the opposite end of the spectrum this card is an absolute game changer in a character based deck where you can shrug off even the best laid plans with a well timed Shelter from the Storm.  <br />
<br />
Overall - 5/5<br /></div></div>
<br />
<p class='citation'>RedSquadronK said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Preparation for Battle: 3/5</strong><br />
This has the kind of ability that makes me want to build a deck around it. The problem is, you can't do that with this game because there is no guarantee that you will ever see this objective in play in a game. As well, the second part of the ability seems to come a little late for tournament play, as you want to try and win with them at 7 or less to feel good about tie-breaker chances.<br />
<br />
<strong class='bbc'>Hoth Scout: 2/5</strong><br />
Shields are very nice, but at the cost of a unit (that might get force choked before she can trigger) it's a little steep.<br />
<br />
<strong class='bbc'>AAC-1 Speeder Tank: 3/5</strong><br />
I was pleasantly surprised to see more speeders in this force pack! They are solid on their own but can be really amazing depending on the situation. They can be annoying on their own with the threat of a tactics icon or can fly wingman and shield Rouge 3 or Home One. Having two force icons certainly doesn't hurt either.<br />
<br />
<strong class='bbc'>Tauntaun: 4/5</strong><br />
It's the Duty Officer of the LS, but even better because it has a blaster and is a tauntaun.<br />
<br />
<strong class='bbc'>Shelter from the Storm: 4/5</strong><br />
The only reason it doesn't get a 5 is because it is for characters only and you need some Hoth real estate, so it's not as great for splashing. Even so, making a character like Luke with a Lightsaber invulnerable could be incredibly powerful. Haven't seen it actually played yet, but seems very strong.<br />
<br />
<strong class='bbc'>Overall: 4/5</strong><br />
I was wavering between a 3 and 4 rating, but I think the large amount of in-set synergy pushes it to a 4. I'm not sure if this alone makes a LS shielding deck viable or if this is even worth splashing just to get some shielding, but I do know that it's a unique and interesting neutral objective I look forward to exploring more in depth.<br /></div></div>
<br />
<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Preperation for Battle. 5/5</strong><br />
<br />
I really like this card. Good stats as well as awesome text. Really allows the LS player to be able to build board position early on in the game and late game piles the pressure on. This will have a massive target on it as soon as it hits the board. Also, not limited to 1 per deck which is an added bonus.<br />
<br />
<strong class='bbc'>Hoth Scout 3/5</strong><br />
<br />
Pretty average in fairness. But fits the theme of this objective well and for 1 cost can offer some support.<br />
<br />
<strong class='bbc'>AAC-1 Speeder Tank. 3/5</strong><br />
<br />
More speeders makes the Rebels happy. Its a decent card for the cost. I normally have issues with a unit that is edge dependant but when it has shielding I am inclined to be a little more forgiving, especially when the objective is geared towards shield tokens. All in all a decent unit that fills that gap in the Rebel lines.<br />
<br />
<strong class='bbc'>Tauntaun. 3/5</strong><br />
<br />
Its simple enough. A bestial equivalent of an Imperial officer but with unit damage. (Probably had more training than the Navy is willing to offer to its junior plebs). Its probably going to die but extra resources are always welcome.<br />
<br />
<strong class='bbc'>Shelter from the Storm 3/5</strong><br />
<br />
Would have been a 5/5 if this had  a place in a Jedi deck but is more likely to see play in Rebels. The card itself is very solid but more often than not will struggle for targets. If you can find a suitable target for it then this card will rock.<br />
<br />
Summary. 4/5. The 2 speeders in the set will appeal greatly to Rebel players and the actual objective is very solid. I like this set a great deal.<br /></div></div>
<br />
<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Preparation for Battle: 5/5</strong><br />
<br />
Along with Hoth Operations these objectives provide the key elements for the quick Rebel rush archetype. Not taking damage means those Rebel units don't have to worry about those pesky edge battles. Then late game this objective allows Jedi decks to push through the win by turning into an orbital bombardment.<br />
<br />
<br />
<strong class='bbc'>Hoth Scout: 2.5/5</strong><br />
<br />
A 1 drop chud that has a decent ability. He he had 2 force icons I would bump him up to at least a 3.<br />
<br />
<br />
<strong class='bbc'>AAC-1 Speeder Tank: 4/5</strong><br />
<br />
Another key component of Rebel rush decks. Shields aplenty floating around for a mere 2 cost. Not to mention the 2 force icons for snagging the force or winning edge battles. Adding 2 speeders in one pack goes so well with Hoth Operations.<br />
<br />
<strong class='bbc'>Tauntaun: 2.5/5</strong><br />
<br />
Every good objective should have a resource even if it's one Vader can insta kill.<br />
<br />
<strong class='bbc'>Shelter from the Storm: 2/5</strong><br />
<br />
This card is too limited to be rated highly. First, it's character only which means it doesn't add much to Rebel decks. Next its protection only lasts until the end of the phase. So basically you have to play this at the start of the conflict phase if you want full use out of it. Then after the force struggle the card can still be hit be a myriad of nasty effects.<br />
<br />
<br />
<strong class='bbc'>Overall: 4/5</strong><br />
<br />
This set is going to be the backbone of Hoth Speeder builds and fits well into Hoth and Rebel decks. Additionally, it complements Jedi as well. I wouldn't put it in over the Guardians of the Peace but if you feel the need to have infinite shields and want the late game push the objective provides it can be an excellent addition to a Jedi deck. Basically, if the new Smugglers and Spies objective hadn't come out, I would have slotted it right into the Smuggler's Den deck.<br /></div></div>]]></description>
		<pubDate>Wed, 08 May 2013 21:52:27 +0000</pubDate>
		<guid isPermaLink="false">e9fd7c2c6623306db59b6aef5c0d5cac</guid>
	</item>
	<item>
		<title>No Disintegrations - Top Tier Navy</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/no-disintegrations-top-tier-navy-r611</link>
		<description><![CDATA[Welcome back one and all to another week of No Disintegrations, this week I am going to dive head first into dissecting what is quickly becoming one of my favorite decks in the current game environment; Top Tier Navy.  First I have to give a shout out to my good friend TGO for turning me onto this deck a few weeks ago.  I was a bit skeptical switching from my Sith Control to this deck but after playing a few games with and against it I have absolutely fallen in love with how this deck plays and have been devoting all my dark side play time in learning the ins and outs of this particular deck.  I have been able to play this deck in a regional event (to a 5th place finish) and in a local weekly tournament to an undefeated finish with the deck.  I have had multiple people ask for the decklist so without further ado here it is in all its glory:<br />
<br />
<br />
Afflilation: <br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/sith-core" rel="sw/ffg_sith-core.png|CARD">Sith</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/black-squadron-assault-core-21-1" rel="sw/ffg_black-squadron-assault-core-21-1.png|CARD">Black Squadron Assault</a> (Core 21-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/vaders-tie-advanced-core-21-2" rel="sw/ffg_vaders-tie-advanced-core-21-2.png|CARD">Vader's TIE Advanced</a> (Core 21-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/tie-advanced-core-21-3" rel="sw/ffg_tie-advanced-core-21-3.png|CARD">TIE Advanced</a> (Core 21-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/black-squadron-pilot-core-21-4" rel="sw/ffg_black-squadron-pilot-core-21-4.png|CARD">Black Squadron Pilot</a> (Core 21-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/im-on-the-leader-core-21-5" rel="sw/ffg_im-on-the-leader-core-21-5.png|CARD">I'm On the Leader</a> (Core 21-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/target-of-opportunity-core-21-6" rel="sw/ffg_target-of-opportunity-core-21-6.png|CARD">Target of Opportunity</a> (Core 21-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/kuat-reinforcements-core-27-1" rel="sw/ffg_kuat-reinforcements-core-27-1.png|CARD">Kuat Reinforcements</a> (Core 27-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/backstabber-core-27-2" rel="sw/ffg_backstabber-core-27-2.png|CARD">"Backstabber"</a> (Core 27-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/tie-fighter-core-27-3" rel="sw/ffg_tie-fighter-core-27-3.png|CARD">TIE Fighter</a> (Core 27-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/tie-bomber-core-27-4" rel="sw/ffg_tie-bomber-core-27-4.png|CARD">TIE Bomber</a> (Core 27-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/tallon-roll-core-27-5" rel="sw/ffg_tallon-roll-core-27-5.png|CARD">Tallon Roll</a> (Core 27-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/death-from-above-core-27-6" rel="sw/ffg_death-from-above-core-27-6.png|CARD">Death from Above</a> (Core 27-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/death-and-despayre-core-29-1" rel="sw/ffg_death-and-despayre-core-29-1.png|CARD">Death and Despayre</a> (Core 29-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/devastator-core-29-2" rel="sw/ffg_devastator-core-29-2.png|CARD">Devastator</a> (Core 29-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-officer-core-29-3" rel="sw/ffg_imperial-officer-core-29-3.png|CARD">Imperial Officer</a> (Core 29-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/control-room-core-29-4" rel="sw/ffg_control-room-core-29-4.png|CARD">Control Room</a> (Core 29-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/defense-upgrade-core-29-5" rel="sw/ffg_defense-upgrade-core-29-5.png|CARD">Defense Upgrade</a> (Core 29-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heat-of-battle-core-29-6" rel="sw/ffg_heat-of-battle-core-29-6.png|CARD">Heat of Battle</a> (Core 29-6)<br /></p>
1x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/defense-protocol-core-30-1" rel="sw/ffg_defense-protocol-core-30-1.png|CARD">Defense Protocol</a> (Core 30-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/tie-attack-squadron-core-30-2" rel="sw/ffg_tie-attack-squadron-core-30-2.png|CARD">TIE Attack Squadron</a> (Core 30-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/tie-fighter-core-30-3" rel="sw/ffg_tie-fighter-core-30-3.png|CARD">TIE Fighter</a> (Core 30-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/tallon-roll-core-30-4" rel="sw/ffg_tallon-roll-core-30-4.png|CARD">Tallon Roll</a> (Core 30-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/death-from-above-core-30-5" rel="sw/ffg_death-from-above-core-30-5.png|CARD">Death from Above</a> (Core 30-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twist-of-fate-core-30-6" rel="sw/ffg_twist-of-fate-core-30-6.png|CARD">Twist of Fate</a> (Core 30-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-endor-gambit-core-31-1" rel="sw/ffg_the-endor-gambit-core-31-1.png|CARD">The Endor Gambit</a> (Core 31-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/at-st-commander-core-31-2" rel="sw/ffg_at-st-commander-core-31-2.png|CARD">AT-ST Commander</a> (Core 31-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/at-st-core-31-3" rel="sw/ffg_at-st-core-31-3.png|CARD">AT-ST</a> (Core 31-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/at-st-core-31-4" rel="sw/ffg_at-st-core-31-4.png|CARD">AT-ST</a> (Core 31-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/aft-armor-plating-core-31-5" rel="sw/ffg_aft-armor-plating-core-31-5.png|CARD">Aft Armor Plating</a> (Core 31-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/target-of-opportunity-core-31-6" rel="sw/ffg_target-of-opportunity-core-31-6.png|CARD">Target of Opportunity</a> (Core 31-6)<br /></p>
1x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/deploy-the-fleet-the-search-for-skywalker-46-1" rel="sw/ffg_deploy-the-fleet-the-search-for-skywalker-46-1.png|CARD">Deploy the Fleet</a> (The Search For Skywalker 46-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/death-squadron-star-destroyer-the-search-for-skywalker-46-2" rel="sw/ffg_death-squadron-star-destroyer-the-search-for-skywalker-46-2.png|CARD">Death Squadron Star Destroyer</a> (The Search For Skywalker 46-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/death-squadron-star-destroyer-the-search-for-skywalker-46-3" rel="sw/ffg_death-squadron-star-destroyer-the-search-for-skywalker-46-3.png|CARD">Death Squadron Star Destroyer</a> (The Search For Skywalker 46-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/fleet-navigator-the-search-for-skywalker-46-4" rel="sw/ffg_fleet-navigator-the-search-for-skywalker-46-4.png|CARD">Fleet Navigator</a> (The Search For Skywalker 46-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/death-squadron-command-the-search-for-skywalker-46-5" rel="sw/ffg_death-squadron-command-the-search-for-skywalker-46-5.png|CARD">Death Squadron Command</a> (The Search For Skywalker 46-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/admirals-orders-the-search-for-skywalker-46-6" rel="sw/ffg_admirals-orders-the-search-for-skywalker-46-6.png|CARD">Admiral's Orders</a> (The Search For Skywalker 46-6)<br /></p>
<br />
<br />
As you can see the deck is very centralized around vehicles and getting them out quickly and in great number; especially Fighters.  You have some of the best pure aggro units in the game at your disposal in Devastator, Vader’s TIE, and TIE Advanced as well as pretty much everything else in the deck.  As the dark side player running this deck you are able to consistently destroy 3+ objectives per game which not only helps with match tie breakers, but also means you are winning very quickly ratcheting up that Death Star dial even if you don’t control the force struggle.  Surprisingly for an aggro deck you have some decent ways of gaining and potentially keeping the Force because many of your units have a decent amount of force icons.<br />
<br />
<div style="float:left; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_tie-attack-squadron-core-30-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_tie-attack-squadron-core-30-2.png' /></a></div><strong class='bbc'>Deck Strengths:</strong><br />
This is pure and simple an aggro deck and it makes no efforts in hiding that from anyone.  You are going to want to put the pressure on early and keep it on the entire match.  With how fast this deck is you are able to race ahead of most Jedi/Smuggler decks before they can stabilize their board presence.  On the other hand the deck doesn't do too shabby sitting back on defense if the situation calls for it especially if you have a TIE Attack Squadron in play and are able to give it Targeted Strike.  As you will notice many of the units in this deck have two or more health capacity which means that your opponent is going to have to really work to clear the board of all your units once you are able to get them out.  The deck is very resilient and able to handle a variety of situations so don’t feel like if you play this deck there is no strategy involved, knowing when and what to attack takes practice but with this deck the payoff can be quite destructive.<br />
<br />
<strong class='bbc'>Deck Weaknesses:</strong><br />
As the very observant players have already surmised this deck is by no means perfect and has a few shortcomings, the main one being an utter lack of Tactics icons or for that matter any way to reliably interact with your opponents board state.  Your best way of dealing with your opponent is through attacking and defending so if your opponent is able to force you into unwise or unprofitable situations the deck starts to falter.  Be careful on your early turns; especially if you have Kuat Reinforcements out, because you will generally be able to play a few cards a turn which will leave your hand on the slim to empty side of things which leaves you vulnerable to losing Edge battles.  By no means does the deck get shut down from losing an edge battle, but it makes things a bit more difficult and forces you to use potential combat tricks such as Talon Roll to strike back instead of being able to strike multiple times.  Additionally while Kuat Reinforcements means you can afford your big units early there really aren’t a plethora of resources in this deck so you have to manage what you do have wisely and not overextend.<br />
<br />
<strong class='bbc'>Play Tips:</strong><br />
<br />
- You generally want to keep your objectives in the following priority order:<br />
<br />
Kuat Reinforcements -&gt; The Endor Gambit -&gt; Death and Despayre or Black Squadron Assault -&gt; Defense Protocol -&gt; Deploy the Fleet<br />
<br />
<div style="float:right; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_death-squadron-star-destroyer-the-search-for-skywalker-46-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_death-squadron-star-destroyer-the-search-for-skywalker-46-2.png' /></a></div>You don’t want to generally double up on Kuat Reinforcements as two provide no extra bonus.  Double The Endor Gambit and one Kuat Reinforcements is overall one of the strongest opening objective sets against Tactics heavy Jedi/Smuggler decks.  On the other hand Defense Protocol is a star when facing Rebels and you need that last tick of damage.<br />
<br />
- Talon Roll is an amazing card on offense, but that is not the only use it has.  Don’t forget you can use it to refresh a unit on defense or right before the Force Struggle in order to maintain or gain control of the force.  Most opponent’s won’t see this coming and I have caught many opponent unawares with a well timed Talon Roll.<br />
<br />
- Don’t forget that Death From Above targets all Vehicles, not just Starfighters.  For the longest time when I started playing this deck I read the card wrong and wasn’t using it to the full effect.  Plus there is nothing quite as funny as watching AT-ST’s rain Death From Above on a helpless objective.<br />
<br />
- Forgetting the ability on Devastator can be... well.... devastating.  That extra tick of the dial can mean the difference between winning and losing a game, especially if you have open resources early and are forgetting to activate it.<br />
<br />
- A first turn Devastator can be a huge shock to your opponent and something that is hard to overcome, but sometimes it is not always the right play.  Your opponent will have one turn to prepare for the Devastator’s attack and this could leave you vulnerable to losing the big guy early.  More often the better play is to roll out some smaller TIE’s or an AT-ST on your first turn allowing you to build a board presence and then play the Devastator on turn two when you are able to attack with it as soon as it comes into play.<br />
<br />
This deck has become one of my favorite decks to play not only because it is competitive, but also because it is down right fun to play.  Being able to make huge swings against your opponent has the feel of wielding the power of the Imperial Naval machines full might and wiping out those pesky Rebel scum one objective at a time.  If anyone has any questions or comments about the above deck please feel free to comment or PM me here on the forums.<br />
<br />
Next time though I will go over a deck that can take the hits from the Imperial war machine and come back with a knockout punch of its own.  If you have a particular deck you would like to see discussed in the coming weeks please leave a comment. As always without each and every one of the valued members here at CardgameDB.com I would be writing to no one so I thank you for your time and may the top deck always be with you!]]></description>
		<pubDate>Tue, 07 May 2013 18:26:08 +0000</pubDate>
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		<title>The Search For Skywalker - Imperal Navy and Scu...</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/the-search-for-skywalker-imperal-navy-and-scu-r608</link>
		<description><![CDATA[In part one of the two part Star Wars LCG The Search For Skywalker Objective Set Review our reviewers will be covering the Scum and Villainy and Imperial Navy objective sets.<br />
<br />
First Up Objective Set 46 <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/deploy-the-fleet-the-search-for-skywalker-46-1" rel="sw/ffg_deploy-the-fleet-the-search-for-skywalker-46-1.png|CARD">Deploy the Fleet</a> (The Search For Skywalker 46-1)<br />
<br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_deploy-the-fleet-the-search-for-skywalker-46-1.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_death-squadron-star-destroyer-the-search-for-skywalker-46-2.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_death-squadron-star-destroyer-the-search-for-skywalker-46-3.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_fleet-navigator-the-search-for-skywalker-46-4.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_death-squadron-command-the-search-for-skywalker-46-5.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_admirals-orders-the-search-for-skywalker-46-6.png' alt='Posted Image' class='bbc_img' /></span></p>
<br />
<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/deploy-the-fleet-the-search-for-skywalker-46-1" rel="sw/ffg_deploy-the-fleet-the-search-for-skywalker-46-1.png|CARD">Deploy the Fleet</a> (The Search For Skywalker 46-1) - 3/5</strong><br />
This is basically just a less useful version of Kuati Reinforcements as at times you may be unable to use its ability for fear of blowing up the objective or because you simply do not have a Capital Ship. While not a bad objective it is limited compared to others along the same lines.<br />
<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/death-squadron-star-destroyer-the-search-for-skywalker-46-2" rel="sw/ffg_death-squadron-star-destroyer-the-search-for-skywalker-46-2.png|CARD">Death Squadron Star Destroyer</a> (The Search For Skywalker 46-2) x2 - 4/5</strong><br />
Three objective blast damage, five health capacity, Shielding, non-unique, two per objective set, and immune to Rebel Assault.  Ya that seems like a good card right there, its one and only down side is that it costs 6 but with Kuati Reinforcements, Deploy the Fleet, and Admiral's Orders all likely to be in a deck with this unit you can significantly lower this units cost on a consistent basis.  And did I mention that it is immune to Rebel Assault (or any other enemy event).<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/fleet-navigator-the-search-for-skywalker-46-4" rel="sw/ffg_fleet-navigator-the-search-for-skywalker-46-4.png|CARD">Fleet Navigator</a> (The Search For Skywalker 46-4) - 2/5</strong><br />
A two cost resource unit with an edge dependent Tactics icon, it is what it is.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/death-squadron-command-the-search-for-skywalker-46-5" rel="sw/ffg_death-squadron-command-the-search-for-skywalker-46-5.png|CARD">Death Squadron Command</a> (The Search For Skywalker 46-5) - 2.5/5</strong><br />
While this is an interesting enhancement I don't see it being a huge game changer.  With Navy decks you are going to be destroying a decent number of objectives every game so you should be able to trigger this effect often enough to make it useful but an initial investment of 3 means that one entire turn will most likely be spent putting this into play.  The way I see this being useful is if you play it, play a Devastator (with cost reduction) and are able to blow up an objective that turn which still leaves the objective potentially one turn away from being used again.  This is a neat concept, but I just don't see it being as good as people will think.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/admirals-orders-the-search-for-skywalker-46-6" rel="sw/ffg_admirals-orders-the-search-for-skywalker-46-6.png|CARD">Admiral's Orders</a> (The Search For Skywalker 46-6) - 4/5</strong><br />
The only thing that is keeping this from being a 5/5 is that it is limited to Capital Ships and while the Navy faction does not lack for Capital Ships it also runs enough Fighters and other units that this could be a dead card in hand.  As more Capital Ships come out however this card will continue to improve in quality and playability.<br />
<br />
<strong class='bbc'>Overall - 4/5</strong><br /></div></div>
<br />
<p class='citation'>RedSquadronK said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Deploy the Fleet: 3/5</strong><br />
Standard stats with a decent ability. There's just enough cards with the capital ship trait right now to make the objective itself playable and like most cards it will only improve with more options.<br />
<br />
<strong class='bbc'>Death Squadron Star Destroyer: 4/5</strong><br />
I think these might 5/5's with the rest of the Hoth cycle, as there seems to be an upcoming theme of Imperial shielding bonuses. Right now they are just solid tanks that can put pressure on the LS. While not as brutal as Devastator, they're still a pain to deal with. I just wish they had elite.<br />
<br />
<strong class='bbc'>Fleet Navigator: 4/5</strong><br />
Maybe my rating is just an overreaction after the Communications Officer in the last pack, but this is a great all around chump who can give you resources, give you defense, and still take a Heavy Blaster to the face.<br />
<br />
<strong class='bbc'>Death Squadron Command: 3/5</strong><br />
I think this card is actually a 2/5 or 4/5 depending on your deck. If you are playing highly aggressive Navy, then this is definitely a fantastic card to fuel your mechanized assault. If you are splashing this objective set to add some aggression to your control deck, this card is mediocre. It also makes me sad to see such an expensive card with so few edge icons.<br />
<br />
<strong class='bbc'>Admiral's Orders: 3/5</strong><br />
Really great in-set synergy. If you run this set in duplicate, flop both copies of the objective, and draw both copies of this, you can play Devestator FOR FREE. And really, what more can you ask for?<br />
<br />
<strong class='bbc'>Overall: 4/5</strong><br />
Originally I rated this a 3, but after using it to great effect more recently it's definitely a 4 or maybe a 5. I really like how easy it is to splash this into a control deck to get a little offense while keeping up your resource count.<br /></div></div>
<br />
<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Deploy the Fleet 2/5</strong><br />
Given the speed of LS decks currently, I will never willingly damage my own objectives for such a weak effect.<br />
<br />
<strong class='bbc'>Death Squadron Star Destroyer. 5/5</strong><br />
This card is badass. Granted it is quite expensive but its perfectly capable of dealing some serious damage to any LS objectives. Not only that but its incredibly resilient. 5 Damage capacity, Shielding, and a natural immunity to your opponents events. The only thing that could make this card better is if you got multiples in the objective. Oh wait...<br />
<br />
<strong class='bbc'>Fleet Navigator 3/5</strong><br />
Slightly more resilient than some of the other officers out there. This alone makes him more useful. Also an edge dependent tactics icon is nothing to sniff at. Hes just a little above average, but thats a good place to be.<br />
<br />
<strong class='bbc'>Death Squadron Command 4/5</strong><br />
Resources are key to Navy decks and this allows for faster purchasing. If you are winning, this will keep the pressure on your opponent and if you are losing will allow you a better chance of getting back in the game. A good solid resource card that will have a home in navy for sometime.<br />
<br />
<strong class='bbc'>Admirals Orders. 3/5</strong><br />
Decent enough. Speeds up the buying of tank units which the navy seem to have in abundance. A very solid card that will occasionally be dead in your hand but more often than not will have a use.<br />
<br />
<strong class='bbc'>Overall. 5/5</strong> The Capital Ships alone make me love this objective.<br /></div></div>
<br />
<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Deploy the Fleet - 3/5</strong><br />
This is a really strong objective. Stick a Defense Upgrade enhancement on it and you can reduce capital ships in a big way. This is essentially a much better version of Kuat Reinforcements because it doesn't require you to toss the cards you might need to win an edge battle.<br />
<br />
<strong class='bbc'>Death Squadron Star Destroyer x2 - 4/5</strong><br />
6 Damage capacity, 3 blast icons, and a shield. Throw in Endor Gambit and you can attack every turn with this badboy without fear. Those pesky Jedi won't be able to tactics this guy down unless they can bring 2 tactics icons to the party.<br />
<br />
<strong class='bbc'>Fleet Navigator - 4/5</strong><br />
I daresay he's the best resource chud in the game. Getting a resource chud with 2 damage capacity solves a lot of problems caused by Han initiating battles and deflections. Throw in a tactics icon and we have a winner for sure.<br />
<br />
<strong class='bbc'>Death Squadron Command - 4/5</strong><br />
Resources are key and this one is very interesting. If it had the same text and was 2/2 it would be a 5. As it stands for 3 you can probably double focus it and have it refresh every turn. The goal for light side is to knock out objectives and thus, refresh this card. So be careful and you may be able to have it fresh every turn. Also cards like Bounty Collection help refresh it quicker. This card could end up being even stronger as more cards are released.<br />
<br />
<strong class='bbc'>Admiral's Orders - 4/5</strong><br />
Reducing capital ships by 2 can be clutch. I've had turns where I put out two capital ships with this and the objective.<br />
<br />
<strong class='bbc'>Overall - 5/5</strong><br />
I see this objective set being a staple in Navy decks for a long time to come. Getting 2 monster destroyers and piles of resources = a winning pod.<br /></div></div>
<br />
<p class='citation'>Tragic said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Deploy the Fleet</strong><br />
I feel that self damaging objectives are far weaker in DS than LS. LS's main goal is objective damage so you are basically doing their work for them. That being said rushing out a Star Destroyer in the early game can be a big deal. Also playing two or possibly 3 Capitals in a single turn during mid game is not a problem due to the vast amount of resource-gen that feet decks produce. Unlike the old fleet accelerator objective this dose not damage your edge battles so in that respect it is defiantly an upgrade, but be aware that this is not to be used to just "play a card" You want a quick achievement for the price of weakening your position. People talk early rush, but I think surprise multi capital cast mid game to snipe 2 or even 3 objectives in a single turn is were this card will shine.<br />
<br />
<strong class='bbc'>Death Squadron Star Destroyer x2</strong><br />
This guy is extremely good, though obviously specialized  All DS decks have seen the power of the Guardians, shielding is a thing, it exists and its awesome. With out blaster dmg to clear the way these guys like most capitals require support to shine, through with 5 health and shielding these guys can power through a weaker defense if needed.<br />
<br />
<strong class='bbc'>Fleet Navigator</strong><br />
This guy is a total win. A huge upgrade to the other 1 resource-gen officers. 2 health gives him little longer board presence and the tactics icon makes him relevant when he is not busy resourcing.<br />
<br />
<strong class='bbc'>Death Squadron Command</strong><br />
Resource-gen is always good, though fleet decks can end up with so much that these cards you can often become flooded. Its ability is fairly irrelevant, as you do not want to be having objectives destroyed in the first place, though when you do it is nice to have a small bonus. Still I think this is hard to plan around as you do not have control of when LS will make it through. This is one of those effects that relies on your opponent to trigger, and as a rule I hate these types of effects. When you start to consider manual refreshing, you see there are other options that are nearly the same. Still it is a 3 resource-gen enchantment, can not really go wrong with that.<br />
<br />
<strong class='bbc'>Admiral's Orders</strong><br />
Not a lot to say here. This card is a boss and allows the mid-late game mass warp in of capitals to be smooth. Some cards have nothing wrong with them.<br />
<br />
<strong class='bbc'>Overall</strong><br />
I think this will find a home in most navy decks for the time being. With 2 destroyers, shielding and black blast damage + a butt load of cost reduction / resource-gen... well you can not go wrong. Just remember that because the capitals use black blast damage and shielding you do not need edge to utilize this PoDs tools. Still, just keep in mind that there are few cards suitable cards for edge battles in this. Navy can really suffer in edge. Keep this in mind as this PoD will be in your deck... so you might also have to sub in another PoD to boost the edge at the same time.<br /></div></div>
<br />
And Next we take some <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/jabbas-orders-the-search-for-skywalker-47-1" rel="sw/ffg_jabbas-orders-the-search-for-skywalker-47-1.png|CARD">Jabba's Orders</a> (The Search For Skywalker 47-1) <br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_jabbas-orders-the-search-for-skywalker-47-1.png' alt='Posted Image' class='bbc_img' /></span><a href='http://www.cardgamedb.com/forums/uploads/sw/ffg_weequay-elite-the-search-for-skywalker-47-2.png' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_weequay-elite-the-search-for-skywalker-47-2.png' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/ffg_weequay-elite-the-search-for-skywalker-47-3.png' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_weequay-elite-the-search-for-skywalker-47-3.png' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/ffg_jawa-trading-crawler-the-search-for-skywalker-47-4.png' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_jawa-trading-crawler-the-search-for-skywalker-47-4.png' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/ffg_jabbas-palace-the-search-for-skywalker-47-5.png' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_jabbas-palace-the-search-for-skywalker-47-5.png' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/ffg_get-me-solo-the-search-for-skywalker-47-6.png' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_get-me-solo-the-search-for-skywalker-47-6.png' /></a></p>
<br />
<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/jabbas-orders-the-search-for-skywalker-47-1" rel="sw/ffg_jabbas-orders-the-search-for-skywalker-47-1.png|CARD">Jabba's Orders</a> (The Search For Skywalker 47-1) - 3/5</strong><br />
Knowledge is power, and this objective gives you knowledge of your opponents hand which helps you develop a plan going forward.  If this was usable from being focused or damaging the objective it would be really good but as a one off it is a bit underwhelming.<br />
<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/weequay-elite-the-search-for-skywalker-47-2" rel="sw/ffg_weequay-elite-the-search-for-skywalker-47-2.png|CARD">Weequay Elite</a> (The Search For Skywalker 47-2) x2 - 3/5</strong><br />
Currently with few ways to efficiently capture cards this guy is over priced at a cost of four.  But as there become more reliable ways to capture cards these will get better because the cost will be more beneficial to play the unit.  Additionally a non-edge dependent Tactics icon is really good.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/jawa-trading-crawler-the-search-for-skywalker-47-4" rel="sw/ffg_jawa-trading-crawler-the-search-for-skywalker-47-4.png|CARD">Jawa Trading Crawler</a> (The Search For Skywalker 47-4) - 1/5</strong><br />
It costs too much, it doesn't have enough health, and the stipulation on how you can spend the resources makes it as close to useless currently as is possible.  In the future when there are more Droids and Vehicles for the Scum faction this may be viable, but right now it is pretty terrible.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/jabbas-palace-the-search-for-skywalker-47-5" rel="sw/ffg_jabbas-palace-the-search-for-skywalker-47-5.png|CARD">Jabba's Palace</a> (The Search For Skywalker 47-5) - 3/5</strong><br />
Another very solid enhancement for increasing your Objectives damage capacity which is key to stopping the Light side player from achieving their victory condition. While this doesn't win any awards for being the best card around it is a solid addition that will keep the Dark side player one step farther ahead in the race to victory.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-search-for-skywalker/get-me-solo-the-search-for-skywalker-47-6" rel="sw/ffg_get-me-solo-the-search-for-skywalker-47-6.png|CARD">Get Me Solo!</a> (The Search For Skywalker 47-6) - 3/5</strong><br />
This could be completely devastating to your opponent, imagine turn one getting 2+ Guardian's, Yoda, or Luke.  This card fits perfectly with a Control deck because not only is it good in and of itself, but it also combo's quite well with Cruel Interrogations and the objective it is a part of.  If any additional ways get added to look at an opponents hand this card will continue to rise in value.  The fact too that it captures ALL versions of the cards present in hand is really good too especially on turn one.<br />
<br />
<strong class='bbc'>Overall: 3/5</strong><br /></div></div>
<br />
<p class='citation'>RedSquadronK said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Jabba's Orders: 2/5</strong><br />
Standard stats and a subpar ability. Revealing your opponent's hand can be very powerful for a very short time, due to the fast-cycling nature of the game. Not an objective I would usually choose for the flop (though if you think you can draw an opening Get Me Solo! then it's powerful), but could be really great midway through a game.<br />
<br />
<strong class='bbc'>Weequay Elite: 3/5</strong><br />
I just want to say, I really love the design of this card. They are either over-costed at 4 or a steal at 2, making them fun and risky. Right now they are a gamble with so few ways to constantly capture opponent's cards, you essentially depend on an opening flop of a capture objective. But if you get that, they are pretty amazing.<br />
<br />
<strong class='bbc'>Jawa Trading Crawler: 1/5</strong><br />
Over-costed with too many restrictions and it doesn't even have a Jawa keyword!<br />
<br />
<strong class='bbc'>Jabba's Palace: 4/5</strong><br />
Just a really solid card. You're putting the LS further from their objective and getting more resources. And it has 3 icons for edge. What's not to like?<br />
<br />
<strong class='bbc'>Get Me Solo!: 2/5</strong><br />
I was really excited when I first saw this card, but having actually played with it, it's only gone into edge stacks (maybe also because I've never drawn it in my opening hand). Because it's limited to my turn, I usually find my opponent has too few cards in hand after attacking for there to be much chance of capturing anything. I suppose I could use it just for hand info, but I still usually want that information on their turn.<br />
<br />
<strong class='bbc'>Overall: 2/5</strong><br />
I like the ideas in this set, but like the Boba set in the Core there just isn't enough synergy for the tricks to make an impact yet. Hopefully in another month or two this will see play with new Scum & Villainy sets, but it's time is not here yet.<br /></div></div>
<br />
<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Jabbas Orders 2/5 or 4/5</strong><br />
On the surface this is a pretty poor objective considering the speed in which your hand is cycled. There is the potential for growth if hand knowledge/punishment becomes a thing for the Scum. Certainly has promise.<br />
<br />
<strong class='bbc'>Weequay Elite. 4/5</strong><br />
I really like this card. It seems expensive initially but I would imagine its likely to be reduced more often than not in future sets. Not the most resilient of units but has reasonable icons. A good solid beatstick unit.<br />
<br />
<strong class='bbc'>Jawa Trading Crawler. ?/5</strong><br />
I dont know what to make of this card. Its expensive, low damage capacity and selective resources. I think we may have been the victim of a practical joke. I hope Im wrong, I love the Jawas.<br />
<br />
<strong class='bbc'>Jabba's Palace. 4/5</strong><br />
I like it. Its simple and pretty cost effective. The more damage capacity on my objectives the better.<br />
<br />
<strong class='bbc'>Get me Solo. 1/5</strong><br />
The limitation of being able to play this only on your turn is crippling. A nice idea, poorly executed I feel. I guess it could be used to attempt to remove power characters from possible edge battle drops...maybe? Its best use will likely be in an edge battle.<br />
<br />
<strong class='bbc'>Summary 3/5</strong>. Some nice cards but weak overall.<br /></div></div>
<br />
<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Jabba's Orders - 2/5</strong><br />
At first glance this objective seems great. I get to look at their hand!! Yup turn 1 it's pretty good and downright great in combination with a Get Me Solo. However, after your opponent has played all their cards as edge cards and knocked out an objective, this is not what you want to see.<br />
<br />
<strong class='bbc'>Weequay Elite x2 - 5/5</strong><br />
This is one of the reasons why you run this pod. This guy is basically 2/2 with 3 icons, one of which is a tactics. He is an amazing control card. Try pairing him up with Ice Trompers and watch the tears roll down your opponent's cheeks.<br />
<br />
<strong class='bbc'>Jawa Trading Crawler - 0.1/5</strong><br />
The worst card in the game by a wide margin. It's biggest problem is the 1 health. It dies to a myriad of threats and costs a fortune. I'm not being hyperbolic for once, this card really is the worst in the game.<br />
<br />
<strong class='bbc'>Jabba's Palace - 5/5</strong><br />
So let me get this straight, I get a non-limited resource that also increases the damage capacity of all my units. Every deck I make I'm trying to splash this card in. Yeah it's that good. Oh it's unique and I drew a second copy. Great it has 3 force icons.<br />
<br />
<strong class='bbc'>Get Me Solo! - 2/5</strong><br />
It is a situational card. If you get it first turn with a Jabba's Orders its a 10/5. If you get it later when your opponent has no cards in hand and you must play it on your turn it is not too hot.<br />
<br />
<strong class='bbc'>Overall: 3.5/5</strong><br />
If you are playing this objective you are doing so for the Wequay and Jabba's Palace. Both are phenomenal. Unfortunately, they are rounded out with some subpar material.<br /></div></div>
<br />
<p class='citation'>Tragic said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Jabba's Orders</strong><br />
I like this card for what it is, a scum resource with a neat random effect. While you will not pick this PoD for the objective effect alone, it can be a nice little tip when it comes in. For mid game it's effect requires activation form your opponent and I have already stated my opinions on cards like that, then add on the luck of the draw to play it and you have a card that is very random. The complete lack of control a player has on this card annoys me. In fact the only control you have of this card is in objective selection at the start of the game. Still when it dose come in to play midgame it can be a game changer. People are reluctanrt to edge discard entire hands still, even though this is often the correct choice, so usally there one or two cards in hand that are key cards for their deck or future plans. Knowing these few cards can be a great boom arguably more so than knowing their starting hand at the beginning. There is an obious combo with the interrogations PoD for both start of game and mid game situations as is its own card <em class='bbc'>Get Me Solo</em><br />
<br />
<br />
<strong class='bbc'>Weequay Elite x2</strong><br />
This is star and will be a hall mark card for Scum for the forseeable future. We have already seen a spoiler for the <em class='bbc'>Edge of Darkness </em>expantion PoD <em class='bbc'>The Tatooien Crashed</em> So we know that this card will nearly be garenteed to be cost reduced in latter decks. Add in other current capture machanisums and you have the workings of a core card for any detain deck. Also, tactic icons are powerful but black tactic icons are crazy powerful! Plus we can have 4 copies in a single deck. This card is a beast.<br />
<br />
<strong class='bbc'>Jawa Trading Crawler</strong><br />
This card is a strange one. I feel that there will one day be a droid deck and it will be awesome but at 3 cost, 1 edge and 1 dmg plus a limiter on what it can be spent on.. I just do not see this card ever digging its way out of the hole it is percived to be in by the community. This card gets a lot of flack but is it much diffrent from other 1 dmg weenies we see in Jedi or Stromtrooper / Tie Fighters? Well yes, that extra point of cost makes a huge diffrence as it dose not even replace the resources it uses to cast it and all the other weenies are 2 cost. If this was a 2 cost card it would be much improved. Untill we see some awesome droids it is hard to see how this card can be used. If ever.<br />
<br />
<strong class='bbc'>Jabba's Palace</strong><br />
This is just the kind of card you want to see all the time. +1 dmg to all objectives, resource-gen and 3 edge to negate unique? Well.. Jawa Trading center is an example of a card that gets eveything wrong, this is an example of a card that gets eveything right.<br />
<br />
<strong class='bbc'>Get Me Solo!</strong><br />
This card combos well with the objective but has the problem of it being very situational. There is also the obvious combo with the Weequay and the interegations PoD to make this stronger. Still it is still going to be dead in hand a lot of the time. In a normal game you could hold this card untill there was a great opertunity to use it and it would be devestating, but i think this may fall into edge battles more often than not. Still this card could become a mark of a great player. If you know the PoDs extreamly well, and see him hesitating to drop a card in a edge battle, or miss use his resources and realise he can not afford somthing and a mirriad of other tells, you may be able to snipe a card now and then for little loss. At 1 cost you may often have spare resources to blow and at 1 edge, it may be of little use in a edge battle. Playing a gamble like this could pay off in a big way. Remeber you can see 3 of their objectives, and can infer that they are running 2 of many of them. You should know the major threats that they will be holding back. Is it a gamble?... sure. Is it costly.... no. Gamble cards are not looked on fondly by me but I feel that there is a good chance that this card can go off even with out a hand peak effect to fule it.<br />
<br />
<strong class='bbc'>Overall</strong><br />
This is also going to become a major PoD for the forseeable future. Weequay and the Palace are that good. The Detain Deck is forming for Scum and this will be in the middle of it. I'm not going to call auto include as there is a ton of Scum to be seen, but it sure looks like it at this stage.<br /></div></div>]]></description>
		<pubDate>Mon, 06 May 2013 17:39:08 +0000</pubDate>
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		<title>The Rest of the Galaxy - Preparation for Battle...</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/the-rest-of-the-galaxy-preparation-for-battle-r598</link>
		<description><![CDATA[Welcome back to The Rest of the Galaxy, where we take a look at the neutral objective sets on both sides of the force for Star Wars: The Card Game. These weekly articles are a discussion of the wonderful neutral faction cards that often support the rest of your deck. So read on and be sure to add your own thoughts and opinions in the comments section!<br />
<br />
Last week I hinted at an article examining the idea of “Limit 1 per objective deck” and how that affects the use and usefulness of neutral objectives. This is not that article.<br />
Instead, I thought I’d take a detour and talk about the brand new neutral objective from Search for Skywalker while it’s still hot off the press! When I first saw this objective I was thrilled and impressed: it combined some unique and unexpected design choices with useful, playable cards. While I’ve gone back and forth on my actual opinion, let’s dive in and take a look, starting with the non-objective cards!<br />
 <br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_hoth-scout-the-search-for-skywalker-45-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_hoth-scout-the-search-for-skywalker-45-2.png' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_aac-1-speeder-tank-the-search-for-skywalker-45-3.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_aac-1-speeder-tank-the-search-for-skywalker-45-3.png' /></a><a href='http://www.cardgamedb.com/forums/uploads/sw/med_tauntaun-the-search-for-skywalker-45-5.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_tauntaun-the-search-for-skywalker-45-5.png' /></a></p>
<br />
<strong class='bbc'>Hoth Scout, 2x AAC-1 Speeder Tank, Tauntaun:</strong><br />
All these units are pretty solid, providing a resource and three ways to shield your units. The Speeder Tanks are especially good, as they not only combine well with Hoth Operations but provide more tactics icons for threatening to shut down your opponent’s defenses. I’ve also already been having trouble against Speeder Tanks keeping the force for the LS with their two force pips, so use them wisely to control the game.<br />
<br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_shelter-from-the-storm-the-search-for-skywalker-45-6jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_shelter-from-the-storm-the-search-for-skywalker-45-6.png' /></a></p>
<br />
<strong class='bbc'>Shelter from the Storm:</strong><br />
This card is pretty incredible, if you can time it for maximum protection (and remember that it is for Characters only). Because it is an action itself, make sure you preempt any other nasty actions that could potential ruin your plans.<br />
Keep in mind, that a “card effect” is defined in the FAQ as, “any effect that comes from the resolution of text printed on a card.” So even after Sheltering from the Storm, your unit can still be focused out via tactics icons. As well, you cannot use Protect with a unit that “cannot be damaged,” so make sure you don’t put yourself into a bind with that.<br />
<br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_preparation-for-battle-the-search-for-skywalker-45-1.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_preparation-for-battle-the-search-for-skywalker-45-1.png' /></a></p>
<br />
<strong class='bbc'>Preparation for Battle:</strong><br />
<br />
<strong class='bbc'>Part 1: Can’t Touch This</strong><br />
“Your shielded units cannot be damaged while the Death Star dial is 4 or lower.”<br />
This portion of the ability can give you an aggressive start to your game. This ability can last for 1-4 LS turns, depending on how the balance of the force goes.<br />
You can almost assume that you will have 2-3 turns of opportunity to fully shield your units.<br />
If you can get early shielding on units with non-edge dependent icons you can make some major threats and force your opponent into some tough choices early game. Also consider the advantage this gives against cards like Force Choke and Defense Protocol, even on your opponent’s turn.<br />
<br />
<strong class='bbc'>Part 2: Bringing the Pain</strong><br />
“Your shielded units gain Blast Damage while the Death Star dial is 8 or higher.”<br />
This force pack seems to have a lot of icon manipulation and this ability only adds to it. This ability can last for 0-4 LS turns, but I’d normally only count on having 1-2 turns to make it count.<br />
While shielding can often be used to protect and escort your big hitter, this ability can make even normally lackluster attackers into real threats. Often the LS needs to make as many different threats as they can to break up a concentrated defense and force some unopposed attacks; this helps immensely with that. Just keep in mind: if you lose your shield before you strike you also lose the icon, so it can sometimes be beneficial to <em class='bbc'>not</em> use the shield if that 1 damage won’t kill you.<br />
<br />
<strong class='bbc'>Part 3: How to Prepare for Battle</strong><br />
When I first saw this card I immediately wanted to build an entire shielding deck. It would be great: aggressive early starts where you take no damage, build up in the middle, and then a final push to blow up all the objectives! But there’s a problem:<br />
There’s no guarantee that you will see this objective in play during a game.<br />
Unlike something like A Game of Thrones or Netrunner where you know for a fact your Agenda or Identity will start in play and be there the entire game, you have to hope you get this objective as one of your four opening choices. It’s just not something you can depend on.<br />
<br />
<br />
Overall, this is a pretty amazing support objective. It gives a lot of new options for defending your units and adding extra value to cards that existed before. With the Hoth keyword, it will also go into many decks using that theme, especially with how strong it’s becoming for the LS. I’m personally only running one copy in my deck right now and I caution people from going overboard with shielding, but I certainly think it’s a competitive set that will see a lot of play.<br />
<br />
Thanks for reading and come back next week when I actually talk about “Limit one per objective deck”!]]></description>
		<pubDate>Wed, 01 May 2013 23:36:29 +0000</pubDate>
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		<title>No Disintegrations - Decisions, Decisions, Deci...</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/no-disintegrations-decisions-decisions-deci-r593</link>
		<description><![CDATA[<span style='font-family: Arial'>Welcome back one and all to another week of No Disintegrations.  In the last article we talked about how there were many crucial decisions that went into making a deck and determining how you would play that deck.  This week we are going to go over some of the decisions and tactics that can be made during a game to increase or decrease your chances of winning and also how these decisions can have an impact on how your opponent plays as well.  First off let’s take a look at the two proposed decks from the previous article that we are going to use to show off two different principles; proactive and reactive decks.</span><br />
<br />
<span style='font-family: Arial'>First up is our proactive deck which we built as a Rebel/Jedi deck.</span><br />
<br />
<br />
Afflilation: <br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/jedi-core" rel="sw/ffg_jedi-core.png|CARD">Jedi</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/a-journey-to-dagobah-core-4-1" rel="sw/ffg_a-journey-to-dagobah-core-4-1.png|CARD">A Journey to Dagobah</a> (Core 4-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/red-five-core-4-2" rel="sw/ffg_red-five-core-4-2.png|CARD">Red Five</a> (Core 4-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/r2-d2-core-4-3" rel="sw/ffg_r2-d2-core-4-3.png|CARD">R2-D2</a> (Core 4-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twilek-loyalist-core-4-4" rel="sw/ffg_twilek-loyalist-core-4-4.png|CARD">Twi'lek Loyalist</a> (Core 4-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/double-strike-core-4-5" rel="sw/ffg_double-strike-core-4-5.png|CARD">Double Strike</a> (Core 4-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/target-of-opportunity-core-4-6" rel="sw/ffg_target-of-opportunity-core-4-6.png|CARD">Target of Opportunity</a> (Core 4-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-defense-of-yavin-4-core-8-1" rel="sw/ffg_the-defense-of-yavin-4-core-8-1.png|CARD">The Defense of Yavin 4</a> (Core 8-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/red-two-core-8-2" rel="sw/ffg_red-two-core-8-2.png|CARD">Red Two</a> (Core 8-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/y-wing-core-8-3" rel="sw/ffg_y-wing-core-8-3.png|CARD">Y-Wing</a> (Core 8-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/astromech-droid-upgrade-core-8-4" rel="sw/ffg_astromech-droid-upgrade-core-8-4.png|CARD">Astromech Droid Upgrade</a> (Core 8-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/hidden-outpost-core-8-5" rel="sw/ffg_hidden-outpost-core-8-5.png|CARD">Hidden Outpost</a> (Core 8-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/rebel-assault-core-8-6" rel="sw/ffg_rebel-assault-core-8-6.png|CARD">Rebel Assault</a> (Core 8-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/mission-briefing-core-9-1" rel="sw/ffg_mission-briefing-core-9-1.png|CARD">Mission Briefing</a> (Core 9-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/mon-mothma-core-9-2" rel="sw/ffg_mon-mothma-core-9-2.png|CARD">Mon Mothma</a> (Core 9-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/battlefield-engineers-core-9-3" rel="sw/ffg_battlefield-engineers-core-9-3.png|CARD">Battlefield Engineers</a> (Core 9-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/a-wing-core-9-4" rel="sw/ffg_a-wing-core-9-4.png|CARD">A-Wing</a> (Core 9-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-blaster-emplacement-core-9-5" rel="sw/ffg_heavy-blaster-emplacement-core-9-5.png|CARD">Heavy Blaster Emplacement</a> (Core 9-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heat-of-battle-core-9-6" rel="sw/ffg_heat-of-battle-core-9-6.png|CARD">Heat of Battle</a> (Core 9-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/draw-their-fire-core-12-1" rel="sw/ffg_draw-their-fire-core-12-1.png|CARD">Draw Their Fire</a> (Core 12-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/admiral-ackbar-core-12-2" rel="sw/ffg_admiral-ackbar-core-12-2.png|CARD">Admiral Ackbar</a> (Core 12-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/x-wing-escort-core-12-3" rel="sw/ffg_x-wing-escort-core-12-3.png|CARD">X-Wing Escort</a> (Core 12-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/x-wing-core-12-4" rel="sw/ffg_x-wing-core-12-4.png|CARD">X-Wing</a> (Core 12-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/fleet-command-center-core-12-5" rel="sw/ffg_fleet-command-center-core-12-5.png|CARD">Fleet Command Center</a> (Core 12-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heroic-sacrifice-core-12-6" rel="sw/ffg_heroic-sacrifice-core-12-6.png|CARD">Heroic Sacrifice</a> (Core 12-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-operations-the-desolation-of-hoth-38-1" rel="sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png|CARD">Hoth Operations</a> (The Desolation of Hoth 38-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/rogue-three-the-desolation-of-hoth-38-3" rel="sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png|CARD">Rogue Three</a> (The Desolation of Hoth 38-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/snowspeeder-the-desolation-of-hoth-38-4" rel="sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png|CARD">Snowspeeder</a> (The Desolation of Hoth 38-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-survival-gear-the-desolation-of-hoth-38-5" rel="sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png|CARD">Hoth Survival Gear</a> (The Desolation of Hoth 38-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/target-of-opportunity-the-desolation-of-hoth-38-6" rel="sw/ffg_target-of-opportunity-the-desolation-of-hoth-38-6.png|CARD">Target of Opportunity</a> (The Desolation of Hoth 38-6)<br /></p>
<br />
<br />
<span style='font-family: Arial'>The main focus of the deck is to force the majority of decisions made on to your opponent.  This can be seen most effectively with the use of the Heavy Blaster Emplacement.  If you are able to get these online with a Battlefield Engineer not only are you doing a lot of damage but you are also putting pressure on your opponent to make the decision on where to place the damage. The whole time they are wondering what other tricks you have up your sleeves, do you have a Heat of Battle or a Rebel Assault that will finish off the unit they place the damage on.  Add another layer of choices with mid-combat tricks involving Ackbar and you can completely blow your opponent out if they make one wrong choice. The other key aspect of a proactive deck is always putting pressure on the win condition you are seeking, units such as Red Five and Rogue Three are absolute beasts when it comes to pouring on the pressure.  Both of these units are easily capable of destroying a single objective by themselves so your opponent is forced to make tough decisions and hard defensive choices all while you keep the pedal to the metal. When you are putting that much pressure on your opponent turn after turn they are bound to make a mistake and when that slip comes you can pounce in for the win. The good news for players that like this deck type is that they currently have good options for light and dark decks by going either with Rebels or Imperials; I personally prefer the Imperial version and am planning a more in depth article about it in the coming weeks.</span><br />
<br />
<span style='font-family: Arial'>The second deck we are going to look at is a dark side control deck:</span><br />
<br />
<br />
Afflilation: <br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-navy-core" rel="sw/ffg_imperial-navy-core.png|CARD">Imperial Navy</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-emperors-web-core-23-1" rel="sw/ffg_the-emperors-web-core-23-1.png|CARD">The Emperor's Web</a> (Core 23-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperor-palpatine-core-23-2" rel="sw/ffg_emperor-palpatine-core-23-2.png|CARD">Emperor Palpatine</a> (Core 23-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperors-royal-guard-core-23-3" rel="sw/ffg_emperors-royal-guard-core-23-3.png|CARD">Emperor's Royal Guard</a> (Core 23-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/sith-library-core-23-4" rel="sw/ffg_sith-library-core-23-4.png|CARD">Sith Library</a> (Core 23-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-lightning-core-23-5" rel="sw/ffg_force-lightning-core-23-5.png|CARD">Force Lightning</a> (Core 23-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-choke-core-23-6" rel="sw/ffg_force-choke-core-23-6.png|CARD">Force Choke</a> (Core 23-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/cruel-interrogations-core-24-1" rel="sw/ffg_cruel-interrogations-core-24-1.png|CARD">Cruel Interrogations</a> (Core 24-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-droid-core-24-2" rel="sw/ffg_interrogation-droid-core-24-2.png|CARD">Interrogation Droid</a> (Core 24-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-droid-core-24-3" rel="sw/ffg_interrogation-droid-core-24-3.png|CARD">Interrogation Droid</a> (Core 24-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/isb-interrogators-core-24-4" rel="sw/ffg_isb-interrogators-core-24-4.png|CARD">ISB Interrogators</a> (Core 24-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/intimidated-core-24-5" rel="sw/ffg_intimidated-core-24-5.png|CARD">Intimidated</a> (Core 24-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-core-24-6" rel="sw/ffg_interrogation-core-24-6.png|CARD">Interrogation</a> (Core 24-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-ultimate-power-core-28-1" rel="sw/ffg_the-ultimate-power-core-28-1.png|CARD">The Ultimate Power</a> (Core 28-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/grand-moff-tarkin-core-28-2" rel="sw/ffg_grand-moff-tarkin-core-28-2.png|CARD">Grand Moff Tarkin</a> (Core 28-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/superlaser-engineer-core-28-3" rel="sw/ffg_superlaser-engineer-core-28-3.png|CARD">Superlaser Engineer</a> (Core 28-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/stormtrooper-elite-core-28-4" rel="sw/ffg_stormtrooper-elite-core-28-4.png|CARD">Stormtrooper Elite</a> (Core 28-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/control-room-core-28-5" rel="sw/ffg_control-room-core-28-5.png|CARD">Control Room</a> (Core 28-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/superlaser-blast-core-28-6" rel="sw/ffg_superlaser-blast-core-28-6.png|CARD">Superlaser Blast</a> (Core 28-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-3" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-3.png|CARD">Icetromper</a> (The Desolation of Hoth 40-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/twist-of-fate-the-desolation-of-hoth-40-6" rel="sw/ffg_twist-of-fate-the-desolation-of-hoth-40-6.png|CARD">Twist of Fate</a> (The Desolation of Hoth 40-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/lord-vaders-command-the-desolation-of-hoth-41-1" rel="sw/ffg_lord-vaders-command-the-desolation-of-hoth-41-1.png|CARD">Lord Vader's Command</a> (The Desolation of Hoth 41-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/darth-vader-the-desolation-of-hoth-41-2" rel="sw/ffg_darth-vader-the-desolation-of-hoth-41-2.png|CARD">Darth Vader</a> (The Desolation of Hoth 41-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/communications-officer-the-desolation-of-hoth-41-3" rel="sw/ffg_communications-officer-the-desolation-of-hoth-41-3.png|CARD">Communications Officer</a> (The Desolation of Hoth 41-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-4" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-4.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-5" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-5.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/imperial-suppression-the-desolation-of-hoth-41-6" rel="sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png|CARD">Imperial Suppression</a> (The Desolation of Hoth 41-6)<br /></p>
<br />
<br />
<span style='font-family: Arial'>While the Rebel deck is all about pushing the tough decisions off on your opponent with this deck it is all about taking away any sense of control from them.  You wanted to attack?  Sorry but my Icetromper says no.  That amazing hand of cards you are holding... wait no thats all gone thanks to the entire Cruel Interrogation objective set.  And don’t even think about playing a unit and expecting to attack with it ever because the big daddy of tactics himself; Emperor Palpatine, is making a showing to keep everything on lock down.  There are some very good ways to run Dark Side as a control deck currently that it is difficult to cut objective sets out because so many of them are excellent.  As opposed to the highly aggressive Rebel deck which is meant to pour the pressure on, with this deck your main intent is going to sit back and let your opponent play into your tricks.  At any moment you are able to turn the course of an attack into your favor.  Control decks of any type excel at baiting your opponent into unwise or incorrect attacks and then punishing them for these.  Choosing to attack against control decks when they have 3 resources open leaves you vulnerable to a Force Lightning or some other trick.  Getting complacent or thinking your opponent has no way to stop your attacks can lead to the downfall of anyone playing against a control deck.  Currently dark side is better suited to playing a control or reactive based strategy because of how the win conditions work, but you can still play a light side deck this way too and bide your time for a quick one turn strike.</span><br />
<br />
<span style='font-family: Arial'>As more cards are released you will see a much wider selection of decks available, but always keep in mind that the decisions you make building your deck and playing your deck can add up.  And while we really only discussed two generic broad themes this doesn’t mean you are in anyway limited to choosing one or the other.  Experiment, tweak, and test to find out what fits your style and make a deck that fits you.  Now that decks are made and you are sitting across the table from your opponent are there any other tips or tricks that can factor into a matches outcome?</span><br />
<br />
<span style='font-family: Arial'><span style='font-size: 18px;'>During A Game:</span></span><br />
<br />
<span style='font-family: Arial'><span style='background-color: transparent'>Many people fail to realize just how important </span><strong class='bbc'><em class='bbc'><span style='background-color: transparent'>how</span></em></strong><span style='background-color: transparent'> you play during a match can affect you.  Do you play quickly, making your opponent feel rushed?  Do you joke around and talk during your match?  Are you fidgety, constantly shuffling the cards in your hand around?  All these minor quirks can lead to advantages for you and while many people think that how you present yourself during a game comes naturally this isn’t always true and you can actually change your behaviors based on the situation.  If I notice that my opponent seems to be fidgety and moving around a lot I will tend to calm myself and remain very still during that match, for most people if you display the opposite emotions or control they are showing it throws them off and can get into their head.  I found the following articles about Trading Card Psychology to be very interesting and enlightening as it goes through many of the ways people play trading card games and how they perceive themselves:</span></span><br />
<br />
<strong class='bbc'><a href='http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr11b' class='bbc_url' title='External link' rel='nofollow external'><span style='color: #1155CC'><span style='font-family: Arial'>http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr11b</span></span></a></strong><br />
<strong class='bbc'><a href='http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr220b' class='bbc_url' title='External link' rel='nofollow external'><span style='color: #1155CC'><span style='font-family: Arial'>http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr220b</span></span></a></strong><br />
<br />
<span style='font-family: Arial'>Whatever you do during a game though always remember that above anything else sportsmanship will get you a long way and when it comes down to it this is a game that everyone is playing for fun.  So while playing minor head games with your opponent can work you never want to take it beyond the point of proper etiquette and fall into the trap of being “that guy” who no one wants to play against. </span><br />
<br />
<span style='font-family: Arial'>Thanks again for tuning in to No </span><span style='font-family: Arial'>Disintegrations, in the coming weeks I am planning to bring some in depth looks at specific decks.  If you have a particular deck you would like to see discussed please leave a comment.  As always without each and every one of the valued members here at CardgameDB.com I would be writing to no one so I thank you for your time and may the top deck always be with you!</span>]]></description>
		<pubDate>Tue, 30 Apr 2013 04:31:14 +0000</pubDate>
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		<title>abUse the Force - Go Hoth or Go Home</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/abuse-the-force-go-hoth-or-go-home-r585</link>
		<description><![CDATA[Just as the new Force Pack The Search for Skywalker hits stores, let's take a look at how The Killing Cold has affected the Sith cardpool and Deckbuilding strategies. Because of the synergy between the objectives The Killing Cold and Shadows on the Ice, it seems as though the Sith player must simply Go Hoth or Go Home (i.e., run all of the above or none of the above).<br />
<br />
The first question that comes to mind when examining <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1' class='bbc_url' title=''>The Killing Cold</a> objective for the Sith player is, “Is this good enough to warrant removing one or two of the core set Sith objectives that are in my current build?” Unfortunately, I cannot answer that for you. But, I will give you some of my impressions of this objective after extensive play testing.<div style="float:left; padding:10px"><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png' alt='Posted Image' class='bbc_img' /></span></div>
<br />
The objective itself offers both positives and negatives to the current Sith archetype deck (i.e., running two copies of Emperor Palpatine and Darth Vader). On the plus side, The Killing Cold allows you to sacrifice a unit as a player action in order to remove one damage from a friendly Hoth objective. So, if you happen to lose an edge battle, and know that your character is about to die, you can sacrifice it to remove one damage from a Hoth objective, if you control one and it has damage on it. But, there is not an abundance of Hoth objectives at the moment; the most likely scenario is that you would use the ability if your one copy of The Killing Cold that is revealed happens to have damage on it, and you just lost an edge battle. There are other applications, obviously, but I point to the most probable. The downside of the objective itself is that it only provides one resource, and has a damage capacity of five. This is relatively standard. But, in a deck that needs to have its heavy hitters on the board as soon as possible, it makes it more likely that you will draw four objectives at the beginning of the game that all offer only one resource, and we all know how painful it is to have to add a major character into an edge stack.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4)</strong><br />
I have tended to view this as either an edge stack card, or something that I discard for additional draw. Its ability is not a game-changer, more of a minor annoyance, it seems. Plus, it has limited application, since it must enhance a Character unit, making it, in many instances, useless when playing against a vehicle-heavy Rebel Alliance deck. In most Jedi builds, which units get committed to the force most often? Luke or perhaps Han will not be committed to the force too often, and so are unlikely good targets for this. Also, if you add it to Yoda, you augment him significantly. Additionally, you increase the ability of your Jedi opponent to play Calm or Weapon Mastery. But, there are some solid arguments for it being a decent card. With the coming deluxe expansion, there will be Smugglers and Spies decks that, like the Jedi, run a significant amount of characters, which will likely increase the playability of The Killing Cold.<br />
<br />
<strong class='bbc'>Icetromper</strong><div style="float:right; padding:10px"><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_icetromper-the-desolation-of-hoth-40-3.png' alt='Posted Image' class='bbc_img' /></span></div>
This card can go from amazing to completely mediocre, depending on your opponent’s character to vehicle ratio. In its best use, Icetromper is involved in an engagement in which you win the edge battle, allowing you to strike for one damage, subsequently sacrificing it to remove an attacking non-vehicle unit from the engagement, and dealing an additional damage to it. If you defend with an Icetromper against Luke, for instance, and win the edge battle, you are a simple Force Choke away from killing him. If you win an edge battle against an attacking Han Solo, Icetromper destroys him, barring any saves, etc. Icetromper is less conditional than Fear, since it applies to non-Vehicle units (e.g., droids, etc.), but it becomes considerably less relevant when facing a vehicle-heavy deck. And, if you run two copies of The Killing Cold, you will be drawing Icetrompers consistently. That is something to keep in mind when considering whether to add The Killing Cold to your Sith build. It can make certain match-ups pretty painful.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5)</strong><br />
This is a great edge battle card. It has two big downsides, 1) it can only be played during your turn, and 2) it can only move damage from a Hoth objective. So, you cannot use it to reactively save an objective from being destroyed; the objective has to live through an attack or two, and then you can move damage from it, and it has to be a Hoth objective. So, if you have no revealed Hoth objectives, this is a de facto edge stack card. In the relatively rare instance that it could be useful, it is potentially devastating. But, most of the time this card is edge fodder.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/twist-of-fate-the-desolation-of-hoth-40-6" rel="sw/ffg_twist-of-fate-the-desolation-of-hoth-40-6.png|CARD">Twist of Fate</a> (The Desolation of Hoth 40-6)</strong><br />
Can you ever have too many of these? Yes. I think that some veteran players would agree that having a few around is nice, but their power is slightly overstated. If you have too many in a deck, I guarantee that you will find yourself discarding them on occasion, hoping to draw things that more directly impact the board.<br />
<br />
At this point in the Sith cardpool, it seems as though one must either go Hoth or go home; that is to say, run Shadows on the Ice and two copies of The Killing Cold, or simply stick with the core Sith objective sets. But, loading up a Sith deck with the current Hoth cycle objective sets does leave them heavily skewed toward dealing with characters, and vulnerable to vehicle-heavy light side builds. Sith builds made of only core set objectives seem a bit more well rounded, with the Hoth-heavy builds significantly stronger, but only against certain light side builds. So, if you know your meta, you can build for that. But, running the Sith Hoth objectives at this point seems to be a bit of a gamble, if you go in not knowing the field. But, it is a gamble that has paid off for some, as the decklists from various regional competitions have shown. I have left detailed discussion of the Shadows on the Ice objective for another time. But, Sith builds love objectives that offer more than one resource, and, given that you have a Hoth objective revealed, who doesn't love cheap (or free) Wampas and dealing out focus tokens for free? Running two copies of The Killing Cold makes Shadows on the Ice playable in Sith builds.<br />
<br />
Thank you for reading. Please post some comments about your experiences adding The Killing Cold to your Sith builds!]]></description>
		<pubDate>Thu, 25 Apr 2013 03:56:23 +0000</pubDate>
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		<title>The Rest of the Galaxy - Troopers!</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/the-rest-of-the-galaxy-troopers-r581</link>
		<description><![CDATA[Welcome back to The Rest of the Galaxy, where we take a look at the neutral objective sets on both sides of the force for Star Wars: The Card Game. These weekly articles are a discussion of the wonderful neutral faction cards that often support the rest of your deck. So read on and be sure to add your own thoughts and opinions in the comments section!<br />
<br />
<span style='font-size: 8px;'>STOMP</span> <span style='font-size: 10px;'>STOMP</span> <span style='font-size: 12px;'>STOMP</span> STOMP <span style='font-size: 18px;'>STOMP</span>…<br />
<br />
What’s that sound? It’s getting closer! It sounds like swarms and swarms of stylish purple boots!!!<br />
<br />
Oh no! It’s Corporate Exploitation and the Espo Troopers!!!!!<br />
 <br />
<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/med_corporate-exploitation-core-35-1.jpg' alt='Posted Image' class='bbc_img' /></span></p>
<br />
<strong class='bbc'>Corporate Exploitation:</strong><br />
<strong class='bbc'>The Action:</strong> While this ability does allow you to play 0-1 cost units on your opponent's turn, the lack of come into play effects on those units makes the ability pretty lackluster. Here are three scenarios, in order of likelihood, when you might be able to use the ability:<br />
<strong class='bbc'>1)</strong> There is an action window after your opponent declares attackers where you can use this action to drop a unit onto the table, then declare it as a defender. There goes their unopposed challenge! (Thanks divinityofnumber for this one!)<br />
<strong class='bbc'>2)</strong> You saved something like a <a href="/index.php/starwars/star-wars-card-spoilers/_/core/death-star-trooper-core-32-2" rel="sw/ffg_death-star-trooper-core-32-2.png|CARD">Death Star Trooper</a> (Core 32-2) for an edge battle, but never ended up using it. Just before your opponent’s turn ends, you can take your action to put him into play, freeing up another card to draw and using a resource that will immediately refresh.<br />
<strong class='bbc'>3)</strong> Here’s the situation: <del class='bbc'>you have Corporate Exploitation and a Sith Library free, the rest of your resources are focused. Your opponent attacks with a loaded up <a href="/index.php/starwars/star-wars-card-spoilers/_/core/yoda-core-2-2" rel="sw/ffg_yoda-core-2-2.png|CARD">Yoda</a> (Core 2-2). After he strikes, you can use Corporate Exploitation to drop a surprise <a href="/index.php/starwars/star-wars-card-spoilers/_/core/duty-officer-core-26-3" rel="sw/ffg_duty-officer-core-26-3.png|CARD">Duty Officer</a> (Core 26-3) then play a very surprise <a href="/index.php/starwars/star-wars-card-spoilers/_/core/detained-core-32-4" rel="sw/ffg_detained-core-32-4.png|CARD">Detained</a> (Core 32-4).</del> Whoops, timing issues means you can't play this exactly like described but using Corporate Exploitation to drop in a <a href="/index.php/starwars/star-wars-card-spoilers/_/core/duty-officer-core-26-3" rel="sw/ffg_duty-officer-core-26-3.png|CARD">Duty Officer</a> (Core 26-3) can allow you to wash that neutral resource into an Imperal Navy resource, giving you the resource match for a card like <a href="/index.php/starwars/star-wars-card-spoilers/_/core/detained-core-32-4" rel="sw/ffg_detained-core-32-4.png|CARD">Detained</a> (Core 32-4). You get the element of surprise because you had no resource match before, but it’s a kinda tricky combo that can be ruined by a single cancel.<br />
(Note that the Action says “put…into play,” so you do not have to resource match. Maybe that will make it more useful in the future?)<br />
At this point, I don't think I would ever choose this objective in my opening objective flop, but maybe if we see cool 0-1 cost units in the future that will change.<br />
<br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/med_espo-trooper-core-35-2.jpg' alt='Posted Image' class='bbc_img' /></span></p>
<br />
<strong class='bbc'>Espo Trooper x5:</strong><br />
At first glance, the Espo Trooper seems one step above useless. But it's precisely thin uninspiring, generic, crappiness that makes them sort of great. Here are the three factors that make them worthy of considering for your deck:<br />
<strong class='bbc'>0 Cost:</strong> There's only one other unit right now that is 0 cost, and that <a href="/index.php/starwars/star-wars-card-spoilers/_/core/rebel-trooper-core-14-3" rel="sw/ffg_rebel-trooper-core-14-3.png|CARD">Rebel Trooper</a> (Core 14-3) is truly terrible. Being 0 cost means you can put down your big hitter and still have another body on the board to win an edge battle or force struggle. It also means that you aren't losing any resources you want to save when they get Swindled or Heavy Blaster Emplacement'd.<br />
<strong class='bbc'>1 Force Icon:</strong> This, in conjunction with the 0 cost discussed above, is what sets the Espo Chuds apart from other low cost weenies. They are the lowest of costs, but they can still win the force struggle! Or toss them in an edge battle to bait out that Twist of Fate! I suppose it's true of the entire edge battle/force icon system of this game that I love so much, but Espos always have an opportunity to help you.<br />
<strong class='bbc'>Trooper:</strong> Trooper decks have been gaining in popularity, and Espos are all about the trooper swarm. If we get a few more cards that interact with the Trooper keyword (and I think that's pretty possible) then Espos will just get a ton better. At that point they would essentially become free keywords on the board.<br />
<br />
<strong class='bbc'>Best Friends:</strong><br />
<strong class='bbc'>Troopers!:</strong> Right now I would probably only play Corporate Exploitation in a Trooper deck, but in a Trooper Deck it feels pretty necessary. I have been on the receiving end of 4 Espo Troopers attacking with Trooper Assault and it was both beautiful and deadly (and pretty funny). So nowadays with all of the options to make them more useful, like <a href="/index.php/starwars/star-wars-card-spoilers/_/core/detained-core-32-4" rel="sw/ffg_detained-core-32-4.png|CARD">Detained</a> (Core 32-4), <a href="/index.php/starwars/star-wars-card-spoilers/_/core/orbital-bombardment-core-26-6" rel="sw/ffg_orbital-bombardment-core-26-6.png|CARD">Orbital Bombardment</a> (Core 26-6), and Navy <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/darth-vader-the-desolation-of-hoth-41-2" rel="sw/ffg_darth-vader-the-desolation-of-hoth-41-2.png|CARD">Darth Vader</a> (The Desolation of Hoth 41-2).<br />
<br />
<strong class='bbc'>Bitter Enemies:</strong><br />
<strong class='bbc'>Free Damage:</strong> Three cards in particular can just shred your legions of Espos. <a href="/index.php/starwars/star-wars-card-spoilers/_/core/han-solo-core-15-2" rel="sw/ffg_han-solo-core-15-2.png|CARD">Han Solo</a> (Core 15-2) can shoot one dead each time he attacks (or defends) before you can even say "Edge Battle", and don't even think about keeping them alive once Han Trusts His Feelings (Core 1-5). An even bigger predator for the poor Espo swarm is the <a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-blaster-emplacement-core-9-5" rel="sw/ffg_heavy-blaster-emplacement-core-9-5.png|CARD">Heavy Blaster Emplacement</a> (Core 9-5). Sort of fitting that another free card is such a hard counter to these Espos, though you could also argue that the Espos are there just to be that meat shield for your better units (and I would agree with you). Finally, be careful of <a href="/index.php/starwars/star-wars-card-spoilers/_/core/admiral-ackbar-core-12-2" rel="sw/ffg_admiral-ackbar-core-12-2.png|CARD">Admiral Ackbar</a> (Core 12-2) and his traps. If they have three resources, be careful with your Espo forces.<br />
<br />
<strong class='bbc'>Overall:</strong><br />
Corporate Exploitation is a unique objective set in the game right now, as it only has units. I think it feels pretty thematic to the dark side as well, giving them swarms of nameless, faceless thugs who can be felled by the lightsabers and blasters of named, important characters. It's a fun objective, especially with a trooper theme, and can support the rest of your more powerful characters as stylish meatshields!<br />
<br />
Join me again next week for an in depth discussion of one of the distinguishing features of many neutral objectives, that phrase "Limit 1 per objective deck." Comment below and may the force be with you!]]></description>
		<pubDate>Wed, 24 Apr 2013 21:42:27 +0000</pubDate>
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		<title>Han Shot First - Fett Lives!</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/han-shot-first-fett-lives-r570</link>
		<description><![CDATA["I see why they call you the best bounty hunter in the galaxy" - Darth Vader on Boba Fett<br />
<br />
Welcome to another edition of Han Shot First and this week we are going to take a look at the galaxies murky underbelly, the Scum and Villainy.<br />
<br />
Again as with the smuggler and spies we only have one objective set to look at but what we see gives us a small insight into what we can expect from scum and villainy both thematically and mechanically so let's dive straight in...<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-bespin-exchange-core-33-1" rel="sw/ffg_the-bespin-exchange-core-33-1.png|CARD">The Bespin Exchange</a> (Core 33-1) is a Scum and Villainy objective which has a damage capacity of five and produces one resource with the Reaction: After you capture an enemy unit from play, remove one focus token from a target objective. Now stat wise this seems to be average provide a single resource and having five damage capacity, nothing really exciting there so it must all be about the reaction, right? <br />
<br />
Currently there are two cards that can capture cards from play, one is in this set and the other is <a href="/index.php/starwars/star-wars-card-spoilers/_/core/detained-core-32-4" rel="sw/ffg_detained-core-32-4.png|CARD">Detained</a> (Core 32-4) from the Imperial Navy so at the minute this mechanic is woefully under supported to be of any real use to start generating resources on a regular basis. That being said when this mechanic does get support it could turn Scum and Villainy into a real resource rich faction which could start dropping mass amounts of quality units onto the the table to overwhelm opponents.<br />
<br />
Which brings me nicely onto the first card from the objective set <a href="/index.php/starwars/star-wars-card-spoilers/_/core/bounty-collection-core-33-6" rel="sw/ffg_bounty-collection-core-33-6.png|CARD">Bounty Collection</a> (Core 33-6). Bounty Collection is a Scum and Villainy event that cost 0 resources with 1 force icon and reads "Reaction after you capture an enemy unit from play, remove 1 focus token from up to 3 different non-unit cards you control". Basically everything that holds true for Bespin Exchange stays true for this card, with the card just crying out for future support of the mechanic.<br />
<br />
The second card we look at is the first of the enhancements <a href="/index.php/starwars/star-wars-card-spoilers/_/core/blaster-pistol-core-33-5" rel="sw/ffg_blaster-pistol-core-33-5.png|CARD">Blaster Pistol</a> (Core 33-5). This a neutral enhancement which cost 0 resources and has 1 force icon with the text "Enhance a character unit. Enhanced unit gains (unit damage)". What is there to say about this card, free unit damage is okay I guess, but I'd much rather pay 1 resource for the light sabre equivalent. That's not to say its a bad card, it just leaves me feeling a little underwhelmed.<br />
<br />
<div style="float:right; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_mandalorian-armor-core-33-4.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/tn_mandalorian-armor-core-33-4.jpg' /></a></div>The second enhancement of this set brings a little more with it. <a href="/index.php/starwars/star-wars-card-spoilers/_/core/mandalorian-armor-core-33-4" rel="sw/ffg_mandalorian-armor-core-33-4.png|CARD">Mandalorian Armor</a> (Core 33-4) is a Scum and Villainy enhancement with a resource cost of 2 and 2 force icons which reads "Enhance a character unit. Enhanced character gains 3 damage capacity. If enhanced unit is Boba Fett, he also gains targeted strike". Now we're talking! Tired of your Darth Vader or Emperor Palpatine getting killed too quickly, slap this on them and let them tear into the fray with 6 or 7 damage capacity. It gets even better when attached to the owner of the armor Mr Boba Fett giving him not only the high damage capacity but also targeted strike, Bonus!<br />
<br />
The first unit card of this this set <a href="/index.php/starwars/star-wars-card-spoilers/_/core/outer-rim-hunter-core-33-3" rel="sw/ffg_outer-rim-hunter-core-33-3.png|CARD">Outer Rim Hunter</a> (Core 33-3) is a scum and villainy unit with a resource cost of 2, 1 force icon, 1 damage capacity, 1 unit damage and 1 edge dependant blaster damage and reads "Reaction: when this unit is declared as an attacker, the defending player must deal 1 damage to 1 of his objectives." I really like this guy, sure he's frail with only one damage capacity but with the reaction being activated when he is declared as an attacker, you can always guarantee that he's going to get one objective damage through, and if you manage to get him through without opposition he deals 3 damage which starts looking pretty good from a two cost unit. <br />
<br />
<div style="float:left; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_boba-fett-core-33-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_boba-fett-core-33-2.png' /></a></div>Which leaves the object of many a fan boys affection, the legend that is <a href="/index.php/starwars/star-wars-card-spoilers/_/core/boba-fett-core-33-2" rel="sw/ffg_boba-fett-core-33-2.png|CARD">Boba Fett</a> (Core 33-2). Boba is a unique Scum and Villainy Elite unit with a resource cost of 4, a damage capacity of 2, a unit damage and a edge dependant unit and blast damage and reads "Reaction: After this unit damages a character unit, capture that unit". How thematic is this guy! Now with my fanboy side suppressed its time to look at this guy objectively and unfortunately the Fett comes up a little short. His low damage capacity aside his reaction is somewhat undermined by his low unit damage count if you don't with the edge battle. This can lead to infuriating matches when that Luke or Solo simply can't be captured thanks to that single shield token preventing Boba from claiming his bounty! Admittedly if you manage to get either enhancement from this set on him he starts to look a real problem unit for the opponent to deal with and the Fett can start to deal some serious damage to your opponents side of the board. My other reservation for this unit comes from the actual capture mechanic, which means while capturing units seems a very powerful effect (having to deal only a single point of damage to remove a character unit) it could lead to instances that the light side player smashes the objective your hoarding your bounties on and gets to refill his hand with character units, which could be a real problem if he gets to flood the board with quality units (let's face it you will of been targeting the best units you could). It's not all doom and gloom for the mechanic though as I'm hoping with the accelerated resources it will help Scum and Villainy close out games before this becomes a real problem.<br />
<br />
Now usually this where I would talk about how this objective set fits into the current environment and how decks could be bolstered with its addition, however I feel at this current moment in time it saddens me to say it doesn't bring that much to any of the two factions it could be added to. I know there is a deck that came 2nd to TinyGrimes at a recent regional which included a single copy of this objective set as a silver bullet to the "smugglers den" big unit build, but by his own admission he didn't really use Boba Fett at all really. I'm sure further down the line when the deluxe expansion is released for Scum and Villainy and Smuggler and spies this will become a real hose but until that time Mr Fett will be sitting snugly in my folder waiting for his time to shine. <br />
<br />
So let us know in the comments how you are putting Fett to work in your decks.]]></description>
		<pubDate>Sat, 20 Apr 2013 01:53:18 +0000</pubDate>
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		<title>The Rest of the Galaxy</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/the-rest-of-the-galaxy-r564</link>
		<description><![CDATA[Hello and welcome to The Rest of the Galaxy! This brand new article series on Star Wars: The Card Game will cover all those wonderful neutral cards on both sides of the force. I go by RedSuadronK on most forums and have been playing CCGs and collectible miniature games for most of my life.<br />
<br />
Each week, this article series will focus on a different neutral objective (or set of cards) and examine what cards it works well with and what cards will give you trouble. Everything written here is merely my own opinion (unless it's an actual rules clarification) and is meant to just be a starting point for your imagination and discussion! Without further ado, let's begin!<br />
<br />
I wanted to start with an objective set that is the favorite of many, but used by few. You know them, you love them, iiiiiiiiiiit's the Ewoks!<br />
<br />
<br />
<span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_tribal-support-core-17-1.png' alt='Posted Image' class='bbc_img' /></span><br />
<strong class='bbc'>Tribal Support:</strong><br />
<strong class='bbc'>Keyword:</strong> Endor. It's certainly not as obvious as with the first Hoth objectives, but I have high hopes for maybe even a whole cycle of Endor themed cards. Right now this keyword, like many others, is mechanically meaningless, but gives us a juicy taste of possibilities (I hope Ewok decks become a reality).<br />
Limit 1 per deck: This is something I plan to write an entire article on, but suffice it to say this is a common phrase that you should keep in mind, but not worry too much about. This phrase is both the strength and weakness of neutral objectives!<br />
<strong class='bbc'>Reaction:</strong> I really like this ability because it has multiple levels of usefulness. The most obvious use is Ewok recursion. If you aren't familiar with recursion, it means being able to get cards back (usually from your discard) in order to play again. This alone would make the objective terrible right now because there are so few Ewoks, but the ruling in FFG's <a href='http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=175&esem=4' class='bbc_url' title='External link' rel='nofollow external'>first FAQ</a> gives the objective a second use: a free discard. In Star Wars discard leads to draws, draw lead to card advantage, card advantage leads to winning.<br />
<br />
<br />
<span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_ewok-scout-core-17-2.png' alt='Posted Image' class='bbc_img' /></span><br />
<strong class='bbc'>Ewok Scout x2:</strong><br />
<strong class='bbc'>Ability:</strong> If you've played Game of Thrones Living Card Game, then the Ewok Scout has an ability that is almost the same as Stealth. If you haven't, I'm sure you can already see how good this ability is. Big units can swing games hugely, so a little Ewok neutralizing (see what I did there) a big ol' Palpatine, Vader, or even Stormtrooper Elite is in itself a huge swing. It's also great because it does not have any keyword limitations (character or vehicle only), so remember to always* use it, just in case they decide to Talon Roll that TIE FIghter and defend.<br />
*Never always do something, use your discretion.<br />
<strong class='bbc'>Health:</strong> We talked about the glorious triumph of the Ewok, and now for the downfall. They only have 1 health. They are fragile as any unit in the game and we'll discuss all their predators below.<br />
<br />
<br />
<span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_yub-yub-core-17-6.png' alt='Posted Image' class='bbc_img' /></span><br />
<strong class='bbc'>Yub Yub! x2</strong><br />
<strong class='bbc'>Cost:</strong> I love 0 cost events! They are fast and fun and easy to play (unless your opponent has Lord Vader's Command)!<br />
The problem is, Yub Yub! Is not really a 0 cost event; it is a 1 cost event that can only be paid for with Ewok readiness. Now that is a very specific and very difficult cost to pay, because not only are Ewoks rare to get in your hand and keep in play, but if you have an Ewok scout in play, you probably want him attacking to use his own ability.<br />
<strong class='bbc'>Ability:</strong> Now for all that naysaying, if you can pay for Yub Yub!, it can be brutal as all get out. Prime targets: Command Center or Sith Library in the early game or <a href="/index.php/starwars/star-wars-card-spoilers/_/core/orbital-bombardment-core-26-6" rel="sw/ffg_orbital-bombardment-core-26-6.png|CARD">Orbital Bombardment</a> (Core 26-6) any time.<br />
<br />
 <br />
<span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_log-trap-core-17-4.png' alt='Posted Image' class='bbc_img' /></span><br />
<strong class='bbc'>Log Trap:</strong><br />
While it's pretty expensive at 3 cost and it’s not much of an actual trap because your opponent sees it on the board, this card can force them to over commit to their attacks. No more Devastator wrecking havoc on its own—now you force them to also bring in a wingman to take the focus. But there’s the other downside to the ability: your opponent gets to choose who gets the focus. Not a great card right now, but provides some neat tricks, especially with the new Subzero Defenses and the new emphasis on aggressive DS decks.<br />
<br />
Now for a section I hope to do each time called Best Friends and Bitter enemies where I describe which cards will help your neutral buddies succeed and while cards will foil your plans.<br />
<br />
<strong class='bbc'>Bitter Enemies:</strong><br />
<strong class='bbc'>Sith Events:</strong> Enemy number 1: <a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-choke-core-19-5" rel="sw/ffg_force-choke-core-19-5.png|CARD">Force Choke</a> (Core 19-5). They just paid 0 resources to discard what you spent 2 resources on, and they won't give you a chance to make use of the Ewok either. If I see my opponent has Ewoks in their deck (memorize your objective set numbers!), I'll often save a Force Choke just for the furball. A corollary of this is <a href="/index.php/starwars/star-wars-card-spoilers/_/core/darth-vader-core-19-2" rel="sw/ffg_darth-vader-core-19-2.png|CARD">Darth Vader</a> (Core 19-2)'s reaction. He's a jerk and he hates Ewoks.<br />
<strong class='bbc'>Troopers:</strong> Less of a hard counter than Sith kill events, but trooper swarms (and maybe one day vehicle swarms) make it harder for the Ewok to choose one big guy to mess with. When an Ewok Scout says your <a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-stormtrooper-squad-core-26-4" rel="sw/ffg_heavy-stormtrooper-squad-core-26-4.png|CARD">Heavy Stormtrooper Squad</a> (Core 26-4) can't defend, you probably shrug because you have 3 other troopers on the board to defend with.<br />
<br />
<strong class='bbc'>Best Friends:</strong><br />
<strong class='bbc'>Guardians:</strong> Especially the <a href="/index.php/starwars/star-wars-card-spoilers/_/core/guardian-of-peace-core-5-3" rel="sw/ffg_guardian-of-peace-core-5-3.png|CARD">Guardian of Peace</a> (Core 5-3), but anything to save the Ewok's hides like <a href="/index.php/starwars/star-wars-card-spoilers/_/core/lightsaber-deflection-core-5-5" rel="sw/ffg_lightsaber-deflection-core-5-5.png|CARD">Lightsaber Deflection</a> (Core 5-5), Fleeing the Empire, and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/counter-stroke-core-2-6" rel="sw/ffg_counter-stroke-core-2-6.png|CARD">Counter-stroke</a> (Core 2-6). I suppose you could even go so far as <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/old-bens-spirit-the-desolation-of-hoth-37-2" rel="sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.png|CARD">Old Ben's Spirit</a> (The Desolation of Hoth 37-2), but it would be much better on basically anything else if you have the choice.<br />
<strong class='bbc'>Big Hitters:</strong> The paradox of Ewoks: they can win you games and will draw a lot of hate from the DS, but they are nearly useless alone. If you can get a big hitter like <a href="/index.php/starwars/star-wars-card-spoilers/_/core/luke-skywalker-core-1-2" rel="sw/ffg_luke-skywalker-core-1-2.png|CARD">Luke Skywalker</a> (Core 1-2), <a href="/index.php/starwars/star-wars-card-spoilers/_/core/obi-wan-kenobi-core-3-2" rel="sw/ffg_obi-wan-kenobi-core-3-2.png|CARD">Obi-Wan Kenobi</a> (Core 3-2) (for the tactics icons), or Rouge 3 on the board and attacking with your Ewok as wingman, you will be wrecking objectives. Especially with Luke and Han, the Ewok can keep a scary defender far away, but always within reach of your targeted strike.<br />
<br />
<strong class='bbc'>Overall:</strong><br />
<a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/core/tribal-support-core-17-1' class='bbc_url' title=''>Tribal Support</a> is a fun objective set! If you can get an Ewok on the board with the right support at the right moment in the game, that little Ewok can quite literally win the game for you. But above and beyond any downsides discussed above, you have only one copy of the set in your deck, which means only 2 of your 50 cards are those cute, powerful fuzzy guys. I'm not playing Ewoks right now in competitive decks, but don't let that stop you if you think you can beat the odds!<br />
<br />
Thanks for staying with me through this article. Feel free to comment below with other ideas for this objective set or ideas for other neutral faction topics you'd like to explore! And if you want to play a game or two on OCTGN, my name there is also RedSquadronK. Join me next week as I jump to the other side of the force and continue dreaming of a future with an all neutral deck!]]></description>
		<pubDate>Wed, 17 Apr 2013 03:26:14 +0000</pubDate>
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		<title>abUse the Force</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/abuse-the-force-r553</link>
		<description><![CDATA[Welcome to abUse the Force, a Star Wars Living Card Game series focused on the Jedi and Sith affiliations. My name is divinityofnumber and over the coming weeks I'm going to be diving into these two factions with strategy and card analysis. First up we take a detailed look at the new Jedi objective set, A Message From Beyond.<br />
<br />
Since we have all played the Core Set to death, it was quite exciting to begin experimenting with the integration of new cards from the first SW:LCG Force Pack, <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/' class='bbc_url' title=''>The Desolation of Hoth</a> (hereafter, DOH). The DOH provided neutral cards for both the light and the dark side, as well as new objectives for Jedi, Sith, Rebel Alliance, and Imperial Navy affiliations. This constituency was not surprising, given that the coming deluxe expansion will serve to more fully develop the Scum and Villainy and Smugglers and Spies affiliations. With this post, I hope to speak concisely yet helpfully about the new DOH Jedi objective, <a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1' class='bbc_url' title=''>A Message From Beyond</a>.<br />
<br />
<strong class='bbc'>A Message From Beyond</strong><div style="float:right; padding:10px"><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png' alt='Posted Image' class='bbc_img' /></span></div>
The A Message from Beyond objective allows its controller to damage it, in order to return the top enhancement card from the discard pile to the hand. This ability becomes more or less appealing, depending, of course, on what the topmost enhancement in the discard pile is. I would be more inclined to use this ability to retrieve <a href='http://www.cardgamedb.com/forums/uploads/sw/trust-your-feelings-core-1-5.jpg' class='bbc_url' title=''>Trust Your Feelings</a> or Old Ben’s Spirit than <a href='http://www.cardgamedb.com/forums/uploads/sw/shii-cho-training-core-2-4.jpg' class='bbc_url' title=''>Shii-Cho Training</a>, for example. However, for the Jedi player simply eager to augment Yoda, any enhancement will do. In short, the objective has obvious synergy with its own cards, since it includes two enhancements. Furthermore, it has general synergy with other Jedi objectives that include enhancements, such as <a href='http://www.cardgamedb.com/forums/uploads/sw/ffg_in-you-must-go-core-2-1.png' class='bbc_url' title=''>In You Must Go</a> and <a href='http://www.cardgamedb.com/forums/uploads/sw/ffg_a-heros-journey-core-1-1.png' class='bbc_url' title=''>A Hero's Journey</a>, and also with characters that benefit from being enhanced, such as Yoda. The 5 damage capacity and 1 resource of A Message From Beyond seem relatively standard and unremarkable.<br />
<br />
<strong class='bbc'>Old Ben’s Spirit</strong><div style="float:left; padding:10px"><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.jpg' alt='Posted Image' class='bbc_img' /></span></div>
Old Ben’s Spirit is a nice addition to a deck archetype that is heavily dependent on the workings of a few key characters: Yoda, Luke, Obi-Wan, and perhaps Han or others in certain builds. Old Ben’s Spirit must attach to a character, which is not a problem for most mono-Jedi builds or Smugglers-Jedi builds that I have seen, since they are relatively character heavy. Also of value is that this card reads, “when enhanced unit would be destroyed”, which saves the unit not only from being destroyed due to being damaged, but also saves the enhanced unit from effects such as <a href='http://www.cardgamedb.com/forums/uploads/sw/force-lightning-core-23-5.jpg' class='bbc_url' title=''>Force Lightning</a>. Additionally, this card has synergy with In You Must Go, since it can be played for free while In You Must Go is one of your revealed objectives. Furthermore, Old Ben’s Spirit has recursion ability via damaging A Message From Beyond, which is nice. If only this card could have been themed as being the message from beyond that Luke receives while lying in the snow on Hoth, which would make it a Hoth objective. But, perhaps in time we will see more Dagobah objectives and some mechanic with them. Another benefit of this card is that the objective includes two copies, leaving you with four of them if you choose to run two copies of A Message from Beyond.<br />
<br />
<strong class='bbc'>Calm</strong><br />
Calm is a decent card, and I think better than most will perceive it to be at first glance. It is conditional, which means that there will be many instances in which it sits in your hand unable to be played for its main effect. But, it does carry two force icons, making it a moderately effective card in an edge battle. That said, running A Message From Beyond makes the Jedi deck even more enhancement heavy, increasing the probability that you will indeed have a character with two or more enhancements on it. So, if you happen to have a qualifying character, Calm’s ability is quite nice, especially at a cost of zero. If you have no qualifying character, discard it in your draw phase, or pitch it into an edge stack.<br />
<br />
<strong class='bbc'>Weapon Mastery</strong><br />
This card has potential to be useful, but I think somewhat less so than Calm. With A Message From Beyond, your chances of having a character with one or more enhancements is increased. And, at a cost of zero, Weapon Mastery has the ability of effecting a nice surprise kill. Furthermore, it has two force icons, which is nice. It seems as though this card will be discarded or thrown into an edge stack in the early game, or used for a surprise kill in the mid to late game.<br />
<br />
<strong class='bbc'>Heat of Battle</strong><br />
This is a nice card to have, especially in the early turns for the Jedi. The first offensive, after the dark side sets up, is often crucial for a quick Jedi win; if you cannot affect the board in some way on your first offensive, things often look bleak, as the dark side then proceeds to deploy even more of a barricade on the subsequent turn. Heat of Battle allows some additional surprise damage, which is great in the early turns.<br />
<br />
<strong class='bbc'>The Verdict?</strong><div style="float:right; padding:10px"><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_obi-wan-kenobi-core-3-2.png' alt='Posted Image' class='bbc_img' /></span></div>
So, what do Jedi players do with this new objective set? The question that I want to address with this article is whether or not it is worth it to replace Obi-Wan with his dead self? The main objection to this that I have seen across the various SW:LCG fora is that it leaves the Jedi deck too character-light. However, your copies of Old Ben’s Spirit are essentially characters, meaning that the deck now has four more significant threats. But, Old Ben’s Spirit is not itself a character, simply a way to keep a character on the board. Thus, it is vulnerable to any dark side card that destroys, captures, or in some way nullifies an enhancement. The first thing that comes to mind is <a href='http://www.cardgamedb.com/forums/uploads/sw/tear-this-ship-apart-core-32-6.jpg' class='bbc_url' title=''>Tear This Ship Apart</a>. If the dark side attains more cards that return characters to the hand, destroy enhancements, steal enhancements, capture units, etc., then A Message From Beyond will diminish in effectiveness and not be as appealing. As amazing as Forgotten Hereos can be (allowing you to draw a much-needed card at the perfect moment, giving you that epic first turn Jedi Mind Trick on a Vader or an Emperor, or locking the dark side board down with Big Ben himself), we all feel the pain of drawing Obi-Wan in the early game without the resources to get him onto the board. A Message from Beyond allows the Jedi player to play a lesser-cost character, and potentially keep them alive longer.<br />
So, what does the community think? Is Big Ben worth more dead than alive? Has he become more powerful than you could have imagined?]]></description>
		<pubDate>Thu, 11 Apr 2013 03:07:09 +0000</pubDate>
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		<title>Into the Garbage Chute - Kingdom Con Regional 2013</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/into-the-garbage-chute-kingdom-con-regional-2013-r548</link>
		<description><![CDATA[Welcome to the first edition of Into the Garbage Chute. This article derives its name from the contents you will find. It is basically a catchall article of whatever ramblings I have to offer at a particular moment. As such I offer my apologies for the lack of continuity, but I hope you enjoy the trash compactor that is my mind regardless. Sorry about the stench.<br />
<br />
This week I'm going to provide a tournament report for the first ever Star Wars LCG regional tournament including my decklist and some reasoning behind the choices of the objectives chosen. I must begin with yet another apology it was a long day followed by another long day of a Game of Thrones regional so my tourney report will not be as detailed as they normally are.<br />
 <br />
<p class='bbc_center'><span style='font-size: 18px;'><strong class='bbc'>Pre Tournament</strong></span></p>
<br />
I didn't have time for intense testing before the event. However, our league gave me the opportunity to test the new Hoth cards in a few games and I was able to squeeze in about 10 games on OCTGN trying out different incarnations of my Sith deck.<br />
<br />
<span style='font-size: 24px;'><span style='color: #008000'><strong class='bbc'>The Smuggler's Den - LS</strong></span></span><br />
<br />
<br />
Afflilation: <br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/smugglers-and-spies-core" rel="sw/ffg_smugglers-and-spies-core.png|CARD">Smugglers and Spies</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/a-heros-journey-core-1-1" rel="sw/ffg_a-heros-journey-core-1-1.png|CARD">A Hero's Journey</a> (Core 1-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/luke-skywalker-core-1-2" rel="sw/ffg_luke-skywalker-core-1-2.png|CARD">Luke Skywalker</a> (Core 1-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twilek-loyalist-core-1-3" rel="sw/ffg_twilek-loyalist-core-1-3.png|CARD">Twi'lek Loyalist</a> (Core 1-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/jedi-lightsaber-core-1-4" rel="sw/ffg_jedi-lightsaber-core-1-4.png|CARD">Jedi Lightsaber</a> (Core 1-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/trust-your-feelings-core-1-5" rel="sw/ffg_trust-your-feelings-core-1-5.png|CARD">Trust Your Feelings</a> (Core 1-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/dagobah-training-grounds-core-1-6" rel="sw/ffg_dagobah-training-grounds-core-1-6.png|CARD">Dagobah Training Grounds</a> (Core 1-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/questionable-contacts-core-15-1" rel="sw/ffg_questionable-contacts-core-15-1.png|CARD">Questionable Contacts</a> (Core 15-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/han-solo-core-15-2" rel="sw/ffg_han-solo-core-15-2.png|CARD">Han Solo</a> (Core 15-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twilek-smuggler-core-15-3" rel="sw/ffg_twilek-smuggler-core-15-3.png|CARD">Twi'lek Smuggler</a> (Core 15-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/cloud-city-casino-core-15-4" rel="sw/ffg_cloud-city-casino-core-15-4.png|CARD">Cloud City Casino</a> (Core 15-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/swindled-core-15-5" rel="sw/ffg_swindled-core-15-5.png|CARD">Swindled</a> (Core 15-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/crossfire-core-15-6" rel="sw/ffg_crossfire-core-15-6.png|CARD">Crossfire</a> (Core 15-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-secret-of-yavin-4-core-5-1" rel="sw/ffg_the-secret-of-yavin-4-core-5-1.png|CARD">The Secret of Yavin 4</a> (Core 5-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/c-3po-core-5-2" rel="sw/ffg_c-3po-core-5-2.png|CARD">C-3PO</a> (Core 5-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/guardian-of-peace-core-5-3" rel="sw/ffg_guardian-of-peace-core-5-3.png|CARD">Guardian of Peace</a> (Core 5-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/guardian-of-peace-core-5-4" rel="sw/ffg_guardian-of-peace-core-5-4.png|CARD">Guardian of Peace</a> (Core 5-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/lightsaber-deflection-core-5-5" rel="sw/ffg_lightsaber-deflection-core-5-5.png|CARD">Lightsaber Deflection</a> (Core 5-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twist-of-fate-core-5-6" rel="sw/ffg_twist-of-fate-core-5-6.png|CARD">Twist of Fate</a> (Core 5-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/in-you-must-go-core-2-1" rel="sw/ffg_in-you-must-go-core-2-1.png|CARD">In You Must Go</a> (Core 2-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/yoda-core-2-2" rel="sw/ffg_yoda-core-2-2.png|CARD">Yoda</a> (Core 2-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/believer-in-the-old-ways-core-2-3" rel="sw/ffg_believer-in-the-old-ways-core-2-3.png|CARD">Believer in the Old Ways</a> (Core 2-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/shii-cho-training-core-2-4" rel="sw/ffg_shii-cho-training-core-2-4.png|CARD">Shii-Cho-Training</a> (Core 2-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/dagobah-training-grounds-core-2-5" rel="sw/ffg_dagobah-training-grounds-core-2-5.png|CARD">Dagobah Training Grounds</a> (Core 2-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/counter-stroke-core-2-6" rel="sw/ffg_counter-stroke-core-2-6.png|CARD">Counter-stroke</a> (Core 2-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1" rel="sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png|CARD">A Message from Beyond</a> (The Desolation of Hoth 37-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/old-bens-spirit-the-desolation-of-hoth-37-2" rel="sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.png|CARD">Old Ben's Spirit</a> (The Desolation of Hoth 37-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/old-bens-spirit-the-desolation-of-hoth-37-3" rel="sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-3.png|CARD">Old Ben's Spirit</a> (The Desolation of Hoth 37-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/weapon-mastery-the-desolation-of-hoth-37-4" rel="sw/ffg_weapon-mastery-the-desolation-of-hoth-37-4.png|CARD">Weapon Mastery</a> (The Desolation of Hoth 37-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/calm-the-desolation-of-hoth-37-5" rel="sw/ffg_calm-the-desolation-of-hoth-37-5.png|CARD">Calm</a> (The Desolation of Hoth 37-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/heat-of-battle-the-desolation-of-hoth-37-6" rel="sw/ffg_heat-of-battle-the-desolation-of-hoth-37-6.png|CARD">Heat of Battle</a> (The Desolation of Hoth 37-6)<br /></p>
<br />
<br />
This was a pretty easy deck to put together. The old build of "The Smuggler's Den" was very successful during core set play and consisted of 2 Yoda, 2 Luke, 2 Han, 2 Obi, 2 Protectors. However, with the release of Desolation of Hoth I could not resist adding in the resiliency of A Message from Beyond. Old Ben's Spirit is simply a phenomenal card in a beat stick deck. This card fixed all my problems. Force Lightning no longer was the terrifying equalizer that it once was. I didn't have to wait for protectors to actually do stuff. Not to mention the objective A Message from Beyond allows for cool tricks like cycling the Spirit for eternal life. Basically adding 2 copies of this was a no brainer. I ran a few test runs and it worked great. However, Ben told me he had a game where he drew very few characters. I brushed this off and kept using it. However, 2 nights before the event I played a friend on OCTGN and in 5 turns and 25 cards I drew exactly 3 characters and none were good. Now that was frightening. I decided to put in one copy of Obi Wan's pod for 1 copy of Message. However, I started thinking about that. All I am getting is one terrible card and 1 Obi Wan whom I never really was happy to draw. So I took Obi back out and went with the deck that had been dominating. In fact in testing I had never lost with it other than the one anomaly in which I drew 0 characters.<br />
<br />
What I liked most about this deck is its versatility. When playing Rebel decks I found they were great for tournament play except there was only one way to play them, win fast or go home. The Smuggler's Den is great for my play style because I get to react to my opponent and the board. If my opponent puts very little down turn 1, I can be very aggressive. If I draw into a big character, I can drop him down and go to work. Even if I only draw a chud with the right enhancements, I can do some early damage. If my opponent puts down a bunch of stuff, then I can start building my board and wait for my moment. With all the Jedi tricks I can usually stall for a few turns before the pressure starts building and I'm forced to make some moves. My thought going into the tournament was that this was the best deck in this limited card pool meta. It certainly played well for me on the day and I was thankfully able to avoid those games in which I draw no characters. Also, the deck performed just how it was supposed to. In some games I was aggressive and in others, like the finals, I had to bide my time a bit.<br />
<br />
<br />
<span style='font-size: 24px;'><span style='color: #B22222'><strong class='bbc'>The Hoth Lockdown - DS</strong></span></span><br />
<br />
<br />
Afflilation: <br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-navy-core" rel="sw/ffg_imperial-navy-core.png|CARD">Imperial Navy</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/fall-of-the-jedi-core-19-1" rel="sw/ffg_fall-of-the-jedi-core-19-1.png|CARD">Fall of the Jedi</a> (Core 19-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/darth-vader-core-19-2" rel="sw/ffg_darth-vader-core-19-2.png|CARD">Darth Vader</a> (Core 19-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/dark-side-apprentice-core-19-3" rel="sw/ffg_dark-side-apprentice-core-19-3.png|CARD">Dark Side Apprentice</a> (Core 19-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/vaders-lightsaber-core-19-4" rel="sw/ffg_vaders-lightsaber-core-19-4.png|CARD">Vader's Lightsaber</a> (Core 19-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-choke-core-19-5" rel="sw/ffg_force-choke-core-19-5.png|CARD">Force Choke</a> (Core 19-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heat-of-battle-core-19-6" rel="sw/ffg_heat-of-battle-core-19-6.png|CARD">Heat of Battle</a> (Core 19-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-emperors-web-core-23-1" rel="sw/ffg_the-emperors-web-core-23-1.png|CARD">The Emperor's Web</a> (Core 23-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperor-palpatine-core-23-2" rel="sw/ffg_emperor-palpatine-core-23-2.png|CARD">Emperor Palpatine</a> (Core 23-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperors-royal-guard-core-23-3" rel="sw/ffg_emperors-royal-guard-core-23-3.png|CARD">Emperor's Royal Guard</a> (Core 23-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/sith-library-core-23-4" rel="sw/ffg_sith-library-core-23-4.png|CARD">Sith Library</a> (Core 23-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-lightning-core-23-5" rel="sw/ffg_force-lightning-core-23-5.png|CARD">Force Lightning</a> (Core 23-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-choke-core-23-6" rel="sw/ffg_force-choke-core-23-6.png|CARD">Force Choke</a> (Core 23-6)<br /></p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-3" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-3.png|CARD">Icetromper</a> (The Desolation of Hoth 40-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/twist-of-fate-the-desolation-of-hoth-40-6" rel="sw/ffg_twist-of-fate-the-desolation-of-hoth-40-6.png|CARD">Twist of Fate</a> (The Desolation of Hoth 40-6)<br /></p>
1x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/shadows-on-the-ice-the-desolation-of-hoth-42-1" rel="sw/ffg_shadows-on-the-ice-the-desolation-of-hoth-42-1.png|CARD">Shadows on the Ice</a> (The Desolation of Hoth 42-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wampa-the-desolation-of-hoth-42-2" rel="sw/ffg_wampa-the-desolation-of-hoth-42-2.png|CARD">Wampa</a> (The Desolation of Hoth 42-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wampa-the-desolation-of-hoth-42-3" rel="sw/ffg_wampa-the-desolation-of-hoth-42-3.png|CARD">Wampa</a> (The Desolation of Hoth 42-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/succumb-to-the-cold-the-desolation-of-hoth-42-4" rel="sw/ffg_succumb-to-the-cold-the-desolation-of-hoth-42-4.png|CARD">Succumb to the Cold!</a> (The Desolation of Hoth 42-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/succumb-to-the-cold-the-desolation-of-hoth-42-5" rel="sw/ffg_succumb-to-the-cold-the-desolation-of-hoth-42-5.png|CARD">Succumb to the Cold!</a> (The Desolation of Hoth 42-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/battle-of-hoth-the-desolation-of-hoth-42-6" rel="sw/ffg_battle-of-hoth-the-desolation-of-hoth-42-6.png|CARD">Battle of Hoth</a> (The Desolation of Hoth 42-6)<br /></p>
1x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/cruel-interrogations-core-24-1" rel="sw/ffg_cruel-interrogations-core-24-1.png|CARD">Cruel Interrogations</a> (Core 24-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-droid-core-24-2" rel="sw/ffg_interrogation-droid-core-24-2.png|CARD">Interrogation Droid</a> (Core 24-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-droid-core-24-3" rel="sw/ffg_interrogation-droid-core-24-3.png|CARD">Interrogation Droid</a> (Core 24-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/isb-interrogators-core-24-4" rel="sw/ffg_isb-interrogators-core-24-4.png|CARD">ISB Interrogators</a> (Core 24-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/intimidated-core-24-5" rel="sw/ffg_intimidated-core-24-5.png|CARD">Intimidated</a> (Core 24-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-core-24-6" rel="sw/ffg_interrogation-core-24-6.png|CARD">Interrogation</a> (Core 24-6)<br /></p>
1x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/counsel-of-the-sith-core-20-1" rel="sw/ffg_counsel-of-the-sith-core-20-1.png|CARD">Counsel of the Sith</a> (Core 20-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/advisor-to-the-emperor-core-20-2" rel="sw/ffg_advisor-to-the-emperor-core-20-2.png|CARD">Advisor to the Emperor</a> (Core 20-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/kuati-security-team-core-20-3" rel="sw/ffg_kuati-security-team-core-20-3.png|CARD">Kuati Security Team</a> (Core 20-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/sith-library-core-20-4" rel="sw/ffg_sith-library-core-20-4.png|CARD">Sith Library</a> (Core 20-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/dark-precognition-core-20-5" rel="sw/ffg_dark-precognition-core-20-5.png|CARD">Dark Precognition</a> (Core 20-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twist-of-fate-core-20-6" rel="sw/ffg_twist-of-fate-core-20-6.png|CARD">Twist of Fate</a> (Core 20-6)<br /></p>
1x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-command-core-26-1" rel="sw/ffg_imperial-command-core-26-1.png|CARD">Imperial Command</a> (Core 26-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/admiral-motti-core-26-2" rel="sw/ffg_admiral-motti-core-26-2.png|CARD">Admiral Motti</a> (Core 26-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/duty-officer-core-26-3" rel="sw/ffg_duty-officer-core-26-3.png|CARD">Duty Officer</a> (Core 26-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-stormtrooper-squad-core-26-4" rel="sw/ffg_heavy-stormtrooper-squad-core-26-4.png|CARD">Heavy Stormtrooper Squad</a> (Core 26-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-stormtrooper-squad-core-26-5" rel="sw/ffg_heavy-stormtrooper-squad-core-26-5.png|CARD">Heavy Stormtrooper Squad</a> (Core 26-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/orbital-bombardment-core-26-6" rel="sw/ffg_orbital-bombardment-core-26-6.png|CARD">Orbital Bombardment</a> (Core 26-6)<br /></p>
<br />
<br />
This deck was much more difficult to make. Out of the core set I was playing 2 Vader, 2 palp, 2 Motti, 2 Cruel Interrogations, and 2 Counsel. The deck was effective, but I found it just didn't have quite enough control for Jedi and Rebel decks having 3 and 4 mains. Also, while it spit out a ton of resources, that's about all it did. Having only 4 mains in the deck and then all terrible characters was just not getting it done with the influx of a new Rebel main and the dominant position The Smuggler's Den was taking in our meta and online.<br />
<br />
The first week the Hoth cards were out I had looked over Killing Cold and dismissed it as a later in the cycle objective set and noted that Shadows of the Ice would only be good with Hoth objectives. As such I passed on them. But Neil (3rd in the regional) built a much different deck than mine that featured those 2 pods and I got to see them in action. They worked much better than I had thought they would. So I decided to start testing them. I went through about every incarnation of decks eventually settling on 2 Vader, 2 Palp, 1 Imperial Vader, 3 Hoth Pods, and 2 Motti. However, as I tested a bit more I realized how ridiculous the Ice Tromper was against Jedi when paired with a character with a tactics icon. In fact, in a game on OCTGN against Agnos, he mentioned that the Ice Tromper single handedly won the game, this wasn't the first time this had happened, and that it was almost unfair to have him out with Palpatine. This got me thinking what was the most tactics icons I could pack into the deck. So I moved the deck to max tactics icons taking out the 2 Motti pods for 2 Interrogation pods. However, this left me in a position with too few resources. After a bit more tweaking I went with the list you see above.<br />
<br />
I decided to leave in 1 copy of Motti because his is the best resource pod in the game and Motti is flat amazing against Jedi. It's really hard to lock down Palpatine long term with Motti on the table. I added council of the Sith in for 1 Motti pod to add another potential tactics icon and add the chance for more draw while keeping 2 resource cards. If I was going to play this as a control deck I wanted max draw. I had very limited time for testing so I'm still intrigued by the idea of pulling the other Motti pod for a second copy of council of the Sith and will be trying this out in league play this week. In a control deck draw wins games. Not to mention the affiliation card can be switched to Sith which will be great from a resource matching perspective.<br />
<br />
I added 1 Cruel Interrogations pod for the multiple tactics icons and hand control. I really rally really wanted to add 2 copies but there just was not room since the pod has 0 resources in it.<br />
<br />
I was not happy to remove the new Imperial Vader pod but it no longer fit with the premise of the deck. Imperial Suppression is amazing for cancelling a well timed deflection or counter-stroke and Vader is an amazing closer, but in the end the pod just didn't add enough. It has no tactics icons and its resource chud just isn't efficient enough for this deck.<br />
<br />
<span class='bbc_underline'><strong class='bbc'>Deck Strategy</strong></span><br />
<br />
This deck is basically built to beat both Rebels and Jedi. Against Rebels you really want to find your Wampas early. Those guys are way undercosted and totally shut down Rebel decks. There is nothing worse than swinging in with Home One against a lone Wampa, losing edge, Heat of Battle, and seeing the Wampa swipe Home One down from the sky. That actually happens quite often. Also between all the tactics icons and Succumbed, it's easy to lock down one of the vehicles while killing the other 2 big ones. The Ice Tromper is useless so you should be discarding him in this matchup unless you are fearing that random Ackbar. Palpatine as usual completely dominates this matchup. The Rebels should never be able to win edge against this deck if played well. This means while they may knock out an early objective, don't panic, you should be able to control them soon.<br />
<br />
Against Jedi, the Ice Trompers are ridiculous. You have 4 in the deck and with the tactics icons you shouldn't have too much trouble keeping those pesky Jedi in check. It's not too tough to bury Han under a pile of focus tokens. With your Ice Trompers around, Yoda does nothing if he cannot win the edge battle, which is quite difficult to do against Sith. Luke is probably the biggest threat so kill him if you are able.  Easier said then done of course.<br />
 <br />
<p class='bbc_center'><span style='font-size: 18px;'><strong class='bbc'>Tournament</strong></span></p>
<br />
So, with my decks in hand and limited testing done, it was time for the first regional of the season. Kingdom Con is a growing annual convention in San Diego and every year it hosts FFG regionals. This year was no exception and it was hosting AGOT, Netrunner, and Star Wars. The problem is with three regionals on the same weekend someone had to take the Friday slot. Unfortunately, that was us. We thought we would still draw about 20, as our playgroup in LA is around that number and a number of San Diego guys play as well. However, I took a headcount on Thursday and realized that due to weddings, car trouble, and other real world issues we might have a much smaller turnout than expected.<br />
<br />
Friday rolled around and indeed we did have a small turnout. We only got 9 for the event and learned a valuable lesson. Don't hold major events on Fridays! Big props do go to Ryan for coming out to the event from Northern California. Ryan is a long time friend and bought cards for the first time the day of the event. But we had been playing on OCTGN so he was pretty well informed. Even bigger props go out to Brian Herold for coming out from Alabama. Brian I'm so sorry the event was so small. I feel terrible about that, but we were thrilled to have you. Brian is a championship caliber player from the Star Wars CCG (yes the game is being kept alive by a dedicated staff and player base) so it was great to have him in the field.<br />
<br />
We were brought our regional kit and noticed something odd. Hmm, it says X-wing?? Sure enough when we opened we found all kinds of great X-Wing swag. Thankfully FFG stepped up big time and over nighted us the correct kit. So note to everyone hosting a regional check your kit ahead of time!<br />
<br />
The event started and with 9 players someone was getting a bye. Ben started the pairings and I jinxed myself with some statement like I better not get that bye Ben. Of course I got the bye and drove 2 hours to sit out the first round. But I suppose that's a lot better than someone flying across the country to sit out the first round. Another important note for all the potential TOs out there, there is nothing in the rules about how byes are handled?!?! We gave out 3 points for a bye thinking that was the standard win points.  4 seemed like too many and 2 was too few since you got crushed by the terrible SOS. By the way this was determined before I got the bye, just in case any of you were ready to call shenanigans.<br />
<br />
<span class='bbc_underline'><strong class='bbc'>Round 2 - 4 pt win - John Barber</strong></span><br />
<br />
Round 2 started and I was paired with John Barber who had gotten a full 4 point win. John won our league and is a high quality player. I was pretty worried that if I lost these games with my null SOS from my bye I would already be out of the top 4. Fortunately, I was able to sweep the victory from John to move into a good position going into the last round. I remember almost nothing from these games and I'm hoping John will post on here with details that I can edit into this report. Sorry John it's not you, it's me.<br />
<br />
R<span class='bbc_underline'><strong class='bbc'>ound 3 - 4 pt win - Greg</strong></span><br />
<br />
I have played Greg many times in league play and he plays SW like Thrones, balls to the wall. In thrones he loves Baratheon and in SW he loves Navy and Rebels. Personally, I don't like these two decks because they tend to be all or nothing and I hate piloting those types of decks. However, I'm terrified of playing against them because when they get the all there isn't a whole lot you can do. Both games were hard fought victories that went many rounds. I don't remember much else about these games. However, I do remember lucking out and flopping Cruel Interrogation and grabbing his Home One. In fact, on the day I flopped it in all 4 games and nabbed Yoda and 2 Home Ones. I only struck out in the finals getting the worst card in the Jedi deck ... Shi-Cho training. Talk about how hot and cold this game can be at times.<br />
<br />
<span class='bbc_underline'><strong class='bbc'>Final 4</strong></span><br />
<br />
With 11 points I was in the final 4. Neil and Brian tied with 9 points and there was a tie at 6 between Greg and Jeff. Greg won the tiebreaker and we were paired again. Greg was not thrilled with this matchup as we had just played and I had swept both games. But we played our rematch.<br />
<br />
I opted to play LS first and got a great first hand with Han and a protector. A first turn Han against Navy is very very hard to deal with and Han dominated the game to a fairly quick victory with the dial at 7.<br />
<br />
So that meant for game 2 I only had to get the dial to 8. The game was fairly close and I think I would have gotten the dial to 12 but that is never a certainty against those darn Rebels as they can drop a lot of stuff every turn. However, I did get the dial to 8 and at that point Greg conceded the match.<br />
<br />
Greg played well on the day and playing him in 4 straight matches was certainly grueling, now it was off to the finals.<br />
<br />
<span class='bbc_underline'><strong class='bbc'>Finals</strong></span><br />
<br />
The other final 4 match was between Neil from our local meta who I've come to think of as a good friend over the last few months and Brian Herold a top flight Star Wars CCG player, who flew across the country and whom I've known for years. So to be honest I had no idea who to root for. When I realized Brian had won his match I knew I would be in for a tough match. One of the keys I've found for succeeding in high pressure tournament finals is how often you've been there before. During last year's tournament season I made a final 4 and a final during regional season, and made the top 16 at Gencon, and in each I was a bit nervous. But this time around I used that experience and wasn't nervous. However, I also knew Brian wouldn't be nervous as he has played in many more big games than I have from his experience with the Star Wars CCG.<br />
<br />
Brian won the toss and elected to use LS. This was a tough game that came down to draws. I believe he got a fairly early Han Solo going. I was able to control him to a degree. But he was getting a fair amount of damage through. The critical moment as my memory tells me was when the dial was at 7 and it was my turn. Han had 1 focus on him and so did another chud and I had Palpatine and not a lot else. Now I had a choice. I could choose not attack with Palpatine and have a chance to tactics Han and whatever guy he put down next turn by defending. But this meant I would have to win edge and hope he didn't get cool tricks like Trust Your Feelings along with whatever character he drew. The other choice was to attack with Palpatine and bury Han. In the end I decided that he was bound to draw a big character soon and that I was going to lose the game for sure. Since this was my one chance to knock out an objective I should take it for tiebreaking purposes. So I attacked with Palpatine, buried Han and the chud, and prayed for a miracle. So, the game all came down to Brian's draw. He drew no major characters and I was able to then quickly close out the game. We each ended up destroying 2 objectives which gave me a pretty big lead going into the final game.<br />
<br />
Brian started out really strong. He put out something like 3 Ice Trompers and other good control characters while I was forced to do ridiculous things like put out a Guardian of the Peace with a light saber on her just to push through a bit of early damage. My friends after the game said they kept walking by and my body language and board position told them Brian was going to beat me soundly. I hope Brian can fill in some details from here because I'm not entirely sure how I won this game. I'm pretty sure I dropped a Han and Yoda with enhancements. Han whittled down some characters and the Yoda forced him to burn some Trompers. I cannot remember if he was not able to find a Palpatine or if I was able to handle him with Han. What I do remember is the protectors and tricks kept me in this game until I found the big characters. This is usually how "The Smuggler's Den" works, but in this game it looked like it might not work. The most interesting part of the game was the fact that Brian started Boba's affiliation card. The whole game I was waiting for him to make an appearance but he never did. I tried to focus my energy on taking out his resource chuds with tricks like deflection and Han so I wouldn't see Palpatine or Boba + armor. I'm hoping Brian writes a report so I can see his thoughts on using Boba. When the game ended I am pretty sure I had all 3 objectives down and he had 0. I could be wrong there though, he might have gotten 1 down.<br />
<br />
So the day was finally over and I had won the first SW regional of the season. We were all disappointed by the size of the field, but it was a fun day nonetheless.<br />
 <br />
<p class='bbc_center'><span style='font-size: 18px;'><strong class='bbc'>Overall thoughts</strong></span></p>
<br />
I ran pretty hot. This game can often come down to draws. In my final 4 match against Greg I drew very well. My Jedi deck never crapped out on me throughout the day. My biggest fear was drawing no characters with it and that never happened. The closest I came to that scenario was in the finals for the first few rounds, but then the deck got it's act together and started giving me the guys I needed at the 11th hour. Somehow I was able to sweep every match and go undefeated on the day. This is especially rare in this game and really is a testament to my decks running well. In our league tournament almost every match was a split.<br />
<br />
We had a great, if small, field. The players in the field have a ton of games under their belt from our league and are all quality players and good guys. We had two local San Diego guys show up for the event and it was great meeting them. Thanks for coming Jeff and the other great San Diego guy! Also I still can't believe Brian Herold flew in the event, I feel like we Swindled him there, but it was great having him and seeing him make the finals. It will be pretty cool if Brian is one of the elite players in both Star Wars card games so I certainly wish him luck in his future regionals.<br />
<br />
Props to FFG for stepping up and getting us our kit. Also props to how great the kit was. The playmat looks great and the coin is amazing. I was joking that the coin is so heavy if you were to flip it high enough it would break any table in half. Also the trophy is really nice looking. Since it looks so classy, my wife didn't make me immediately hide it in a closet!<br />
<br />
Thanks to everyone I tested with before the event. Special thanks go out to the SoCal meta. Our weekly meetings have made us all better players. Thanks to all the people who contributed in our discussions on the Smuggler's Den Podcast Facebook page. There was a lot of great deck discussion there in the last few weeks. Thanks to everyone who played me on OCTGN and let me cram in some last minute testing of my DS deck as I was frantically trying to decide what the last 3 pods would be.  Scott and Agnos I'm looking your way here, along with everyone else.<br />
<br />
Finally, good luck to everyone during regional season. I look forward to reading your tournament reports and I hope to see everyone at worlds in November!]]></description>
		<pubDate>Mon, 08 Apr 2013 20:15:51 +0000</pubDate>
		<guid isPermaLink="false">35464c848f410e55a13bb9d78e7fddd0</guid>
	</item>
	<item>
		<title>Desolation Of Hoth Sith and Imperial Navy Review</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/desolation-of-hoth-sith-and-imperial-navy-review-r546</link>
		<description><![CDATA[Welcome to Part two of the Star Wars LCG Desolation of Hoth Objective Set Review! This time our reviewers will be covering the Sith and Imperial Navy, going over their thoughts on the new cards.<br />
<br />
Imperial Navy comes out alittle better than Sith which likely needs more expansions and Hoth cards to really shine.<br />
<br />
First Up Objective Set 40 <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1)<br />
<br />
 <br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_the-killing-cold-the-desolation-of-hoth-40-1.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png' /></a></p>
<br />
 <br />
<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_icetromper-the-desolation-of-hoth-40-2.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_icetromper-the-desolation-of-hoth-40-3.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_fear-the-desolation-of-hoth-40-4.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png' alt='Posted Image' class='bbc_img' /></span><a href='http://www.cardgamedb.com/forums/uploads/sw/ffg_twist-of-fate-the-desolation-of-hoth-40-6.png' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_twist-of-fate-the-desolation-of-hoth-40-6.png' /></a></p>
<br />
<br />
<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1): 3/5</strong><br />
This objective is really good IF you have enough Hoth Objectives to make its ability relevant and have units that you do not mind dumping to it such a Probe Droids or other units that have effects when they leave play. If you have no other Hoth Objectives or no units you can sacrifice to its effect it becomes rather useless and very easy to play around.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2): 3/5</strong><br />
I really like this card, the ability to remove an attacking unit from an engagement is huge and then tacking on an extra damage to that unit is just icing on the cake. The only downfall of this card is its cost, at 2 it seems a bit steep for a unit that nine times out of ten is going to be sacrificed for its ability. In order to get the most out of Icetromper you have to hold it back on defense, win the edge battle, strike with it, and then use its ability. While this scenario is easily accomplished most people will be expecting it and find a way to avoid getting wiped out by it. Still this is a solid combat trick and easily fits into a Sith Control based deck.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4): 5/5</strong><br />
This card is good on so many levels, most Sith decks are going to try to always control the force using Palpatine, Vader, or some combination of smaller guys and sit back and play defense. So the ability to permanently remove a Light Side unit from the force struggle is a huge swing for control decks and means they don't have to be as aggressive in order to knock opposing characters from the force struggle. Also if your opponent is playing a Vehicle/non-character based deck this card having two Force icons means that it is a good card to pitch for an edge battle as well.<br />
<br />
<strong class='bbc'><span style='font-size: 14px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5)</span>: 3/5</strong><br />
This card gives me fits because deep down I really like it, but I just think it's a hard card to play to your true advantage. The reason I say this is two fold, first if your opponent sees you are playing The Killing Cold they will realize that you are running this card and either hold on to a counter or attempt completely destroy any objectives they attack in a single turn. The second reason is that there just aren't enough Hoth objectives to make this viable currently, in the future there may be and I am more than willing to adjust my stance on this card later on, but as it stands now there are just too many ways for this card to go wrong.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/twist-of-fate-the-desolation-of-hoth-40-6" rel="sw/ffg_twist-of-fate-the-desolation-of-hoth-40-6.png|CARD">Twist of Fate</a> (The Desolation of Hoth 40-6): 5/5</strong><br />
You know it, you love, and you want more of them.<br />
<br />
<strong class='bbc'>Overall: 4/5</strong><br /></div></div>
<br />
<p class='citation'>Nate said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1): 3/5</strong><br />
Seeing the way that the dark side is going, having a way of sacrificing units may become a boon with cards like probe droids etc. However I don't like the fact that these objectives are pushing players into making decks from Hoth oSets just to get any real synergy with the set. Having no other Hoth objectives makes this less useful and if you have units you wish to sacrifice its basically blank.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2): 4/5</strong><br />
Love this kind of control card, being able to stop that super unit from coming across for a turn AND hitting it for a point of pain is pretty impressive, however as mentioned already the cost is a little steep at two resources but when this thing can single handedly fend off an objective been smashed and give you another turn I'm sure it'll prove its worth.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4): 4/5</strong><br />
Being able to easily dominate the force battle to the dark side at the cost of one resource can be a huge tempo gain. Not only does it kick them out of the force struggle it prevents them from committing again, just be wary of putting it on Yoda <img src='http://www.cardgamedb.com/forums/public/style_emoticons/default/wink.png' class='bbc_emoticon' alt=';)' /><br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5): 2/5</strong><br />
This card looks on paper, amazing. Been able to dump all damage tokens from an objective onto a unit is a very powerful action, no denying that. The problem comes this dependency again from the Hoth Keyword being on the objective and players being forced again to build decks with oSets they may find sub-par just to have synergy again. Luckily it has three force icons so at least it can be used in an egde battle if nothing else.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/twist-of-fate-the-desolation-of-hoth-40-6" rel="sw/ffg_twist-of-fate-the-desolation-of-hoth-40-6.png|CARD">Twist of Fate</a> (The Desolation of Hoth 40-6): 5/5</strong><br />
Great staple in all decks.<br />
<br />
<strong class='bbc'>Overall 3/5 </strong>(marked down from 4/5 purely because of keyword dependence from an emerging set)<br /></div></div>
<br />
<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1): 3/5</strong><br />
Currently, a very average objective. As the cycle continues will likely become a lot better. As pointed out, works quite well with the droids from Vaders objective as well as Viper Probe Droid from the core set. Its hard to judge how often you will use the ability on this card at the minute but certainly has potential.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2): 4/5</strong><br />
I really like this card. Yes it only removes characters from the engagement but that in itself is priceless, dealing a point of damage is just an added bonus. DS decks naturally have the LS player on a clock and this card certainly helps that clock keep ticking. Of course, there is nothing to stop the character from attacking again but it helps in defending a particular objective and limits damage capabilities on units with Trust Your Feelings. Its well costed at 2 resources.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4): 5/5</strong><br />
Control. Pure and simple. Stopping your opponents characters from contributing to the force battle for the cost of 1 resource can be game winning. The DS player has to keep the balance of the force on his side and this helps no end. Just dont play it on Yoda.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5): 5/5</strong><br />
Currently limited by the number of Hoth objectives available but later on in the cycle, this card will be incredibly powerful. Another method of control in the form of character removal is always welcome. Especially one that circumvents shielding and protect (I think). I feel this is a card the LS will learn to fear. Its also nice that it can target anything. None of the usual character/vehicle restrictions. Oh, and it can target objectives...damn this card is good. 6/5?<br />
<br />
<strong class='bbc'>Twist of Fate: 5/5</strong><br />
Yeah....<br />
<br />
<strong class='bbc'>Overall 4/5</strong><br />
Much like all the current Hoth objectives, its hard to be able to judge this properly. It does have some very powerful cards in though and as a result will see a lot of play. 4/5<br /></div></div>
<br />
<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1): 2/5</strong><br />
Right now this objective is not great. You probably are not going to get to remove much damage from Hoth objectives unless you get to put out 2 or 3 of them. However, you can do some cute tricks like sacrificing the Probe Droid to do a damage to an objective. This is an objective that will be 5/5 in an all Hoth deck. This combined with Desolation of Hoth will mean destroying Hoth objectives will be nearly impossible.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2): 4/5</strong><br />
This guy is one of the all stars of my "The Hoth Lockdown" deck, which I will be writing up this week. Icetromper + tactics icons = Jedi decks in big trouble. Yes you have to sacrifice him, but you can knock a Jedi out of an engagement and then stick a tactics icon on him with another blocker. On top of that he crushes poor Yoda. So your opponent has 4 enhancements on Yoda and is feeling good. Guess what they have to win multiple edge battles in order to get those icons and that is a tall task against Sith control decks.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4): 2.5/5</strong><br />
This is a solid card. It can be useful at times. It is nice to stick on Yoda and knock him out of a force struggle bc in order for a Sith control deck to win they must must must have the force. Yoda is the number 1 obstacle to this. However, on the flip side you have just given Yoda an enhancement. If you plan on giving Yoda enhancements, I highly suggest you have access to some Icetrompers.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5): 2/5</strong><br />
At first blush this card seems insane. But guess what smart opponents are not going to just attack Hoth objectives for 2. They are either going to use their Rebels to knock them out in one turn or just ignore them and deal with the annoyance that is Succumbed. The three force icons are great though and this would be a 4/5 in a deck with a lot of Hoth objectives.<br />
<br />
<strong class='bbc'>Twist of Fate: 5/5</strong><br />
Twist in a control deck is amazing. There is a reason why I ran 3 in my Hoth Lockdown deck at Kingdom Con.<br />
<br />
<strong class='bbc'>Overall: 3/5</strong><br />
This is a difficult oSet to grade. When I look at the oSet I think hmm it looks pretty terrible. However, in conjunctions with Shadows on the Ice it is extremely useful. It helps reduce the insane Wampa and it helps activate the amazing Succumbed. Throw in 2 Ice Trompers and in the current meta it's amazing. As more cards become available that control Jedi decks more this oSet may decrease in value. However, as more Hoth objectives are released its value may increase substantially. So for now I'm giving it a 3 with the realization that this could change at any moment.<br /></div></div>
<br />
<p class='citation'>Toqtamish said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1): 3/5</strong><br />
This is another one of those objectives that will get better as the Hoth cycle depends. Also depending on which unit you sacrifice there could be some benefit to it, like the Probe Droids in Lord Vader's Command OSet. Being able to remove damage will certainly help to slow down the LS win condition. Just needs more time to really evaluate it's usefulness especially as it is unclear how many Hoth objectives Sith will end up with.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2): 2/5</strong><br />
Being able to bounce one of their attackers and damage it at the same time is a very useful action. I think the unit might be over costed at 2 as you will just end up sacrificing it eventually. The major downside is it works only on Characters. In a Sith/Jedi match this card will be very handy, but against Rebels it will be a dead card and only has one force icon for the edge battle. What would work best would be bouncing their character from the battle and then striking with a unit with tactics icons like the Emperor to prevent that same unit from simply engaging a different objective. Anything that helps you slow down the LS and stall for time only goes to helping the inexorable march of time towards completion of a fully operational battle station! Especially as the Sith who quite often have the force on their side and are getting two clicks of the dial on each of their turns.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4): 5/5</strong><br />
A great control card for the Sith to add to their suite of cards. Being able to forcibly remove one of their units from the force struggle can really make it a lot easier to control the force which is something the Sith really want to do. Playing this on Jedi can really hurt them as they tend to want to control the force and often use a relatively high force value unit to help them win the struggle. Anything that keeps the force on the DS speeds up your win.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5): 5/5</strong><br />
This card is really good but again needs more Hoth objectives to really shine. I am rating it 5/5 as it is simply so good and can cause a massive swing in the game. What will really need to be seen to truly determine how played it is, is how many Hoth objectives Sith can have out at one time. If they can get it so all 3 of their objectives are Hoth then the LS will need to be very mindful of how much damage they do to each objective and also the units they have in play. LS wil want to ensure they destroy the objective and do not just leave it with a lot of damage as otherwise on your next turn you will be removing ALL of that damage and taking out their Luke or Obi-Wan or one of their Hoth objectives.<br />
<br />
<strong class='bbc'>Twist of Fate: 5/5</strong><br />
It's good we all know why. Nuff said.<br />
<br />
<strong class='bbc'>Overall: 3/5</strong><br />
Overall I think this objective set is very interesting in that it helps to highlight the control elements of the Sith affiliation. The only limitation right now is the lack of Hoth objectives for the Sith but hopefully they will get a couple more to increase the chances of having all Hoth objectives out.<br /></div></div>
<br />
<br />
Next up Lord Vader's Command<br />
 <br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_lord-vaders-command-the-desolation-of-hoth-41-1.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_lord-vaders-command-the-desolation-of-hoth-41-1.png' /></a></p>
<br />
 <br />
<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_darth-vader-the-desolation-of-hoth-41-2.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_communications-officer-the-desolation-of-hoth-41-3.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_probe-droid-the-desolation-of-hoth-41-4.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_probe-droid-the-desolation-of-hoth-41-5.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png' alt='Posted Image' class='bbc_img' /></span></p>
<br />
<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/lord-vaders-command-the-desolation-of-hoth-41-1" rel="sw/ffg_lord-vaders-command-the-desolation-of-hoth-41-1.png|CARD">Lord Vader's Command</a> (The Desolation of Hoth 41-1): 4/5</strong><br />
I flat out love cards that mess with the cost of your opponent's cards, not only does it throw off their plans but it also starts to clamp down on their resources making it harder for them to play their own deck properly. I really wish that this card had either the Hoth or Coruscant sub-type though, because if it did you would have multiple ways to give it added protection through Coruscant Defense Fleet, The Desolation of Hoth, or The Killing Cold. Most opponents will be gunning for this objective as soon as it hits the table, so while it may not be in play long it will have an effect on the game. And just imagine if Dark side ever gets their own version of Defense of Yavin 4....<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/darth-vader-the-desolation-of-hoth-41-2" rel="sw/ffg_darth-vader-the-desolation-of-hoth-41-2.png|CARD">Darth Vader</a> (The Desolation of Hoth 41-2): 4/5</strong><br />
I really like how the stats are identical on the two Darth Vader's we currently have and I hope FFG continues along this path because that means that similar unique units can be valued on their abilities alone and they don't have to continually make them bigger beat sticks for people to replace the versions they are currently using. That being said Vader's abilities are very good in making hyper aggressive Dark Side decks a bit more reliable. With the ability to merge this Vader with either Imperial Vehicle, Imperial Starfighter, or Trooper based decks it makes him very versatile and allows for some massive objective damage swings.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/communications-officer-the-desolation-of-hoth-41-3" rel="sw/ffg_communications-officer-the-desolation-of-hoth-41-3.png|CARD">Communications Officer</a> (The Desolation of Hoth 41-3): 1/5</strong><br />
In my opinion this card is terrible. Not only does it cost three; most other resource producing units are one for one unless they have additional abilities, but at only one health he can't even pretend to be a defender. Sure having a two resource unit is never a bad thing, but with Elite he is just an over priced waste of cardboard. At either 2 health or with some ability to make him viable he becomes a solid middle of the road unit, but without any of that he is overpriced.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-4" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-4.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-4): 4/5</strong><br />
There are so many things I like about this card, and all of them seem very irrational if you don't understand my love of leave play effects. Cards such as Probe Droid and Princess Leia are in my mind some of the best printed cards ever because they not only have an effect while in play, but they also have an effect when they leave play. This makes decisions harder for your opponent because they have to decide if killing your Probe Droid is worth the damage one of their objectives will be receiving. The added layer of how good this card is, is the fact you can pitch it to your own effects to trigger it as well so in combination with The Killing Cold you are gaining added benefit.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/imperial-suppression-the-desolation-of-hoth-41-6" rel="sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png|CARD">Imperial Suppression</a> (The Desolation of Hoth 41-6): 5/5</strong><br />
At first glace many people will look at this and scoff because it seems like a "worse" version of Counter-Stroke. But I would argue that it is actually a better version because not only is it a counter, but it also is a way to gain knowledge of what your opponent will be drawing and to also limit their ability to draw into something potentially more valuable to them. I think this will be a very solid addition for any Imperial decks, and could in itself be a reason for this objective set to be added to Sith decks as well.<br />
<br />
<strong class='bbc'>Overall: 5/5</strong><br /></div></div>
<br />
<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/lord-vaders-command-the-desolation-of-hoth-41-1" rel="sw/ffg_lord-vaders-command-the-desolation-of-hoth-41-1.png|CARD">Lord Vader's Command</a> (The Desolation of Hoth 41-1): 1/5</strong><br />
Would be a lot better if the text was likely to be in effect for anything longer than a turn. I cant help but think of this as an essentially blank objective with average stats. Shame really.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/darth-vader-the-desolation-of-hoth-41-2" rel="sw/ffg_darth-vader-the-desolation-of-hoth-41-2.png|CARD">Darth Vader</a> (The Desolation of Hoth 41-2): 5/5</strong><br />
Orbital Bombardment on legs. This guy is a beast. Useful in both vehicle and trooper based DS decks, he will see a lot of play. Much like the Sith version of Vader he fits his respective deck perfectly. One of the things I do like about Vader is the 4 damage capacity. Hes so hard to put down, and with a lot of potential damage dealing from his ability he will help the DS player dominate the game.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/communications-officer-the-desolation-of-hoth-41-3" rel="sw/ffg_communications-officer-the-desolation-of-hoth-41-3.png|CARD">Communications Officer</a> (The Desolation of Hoth 41-3): 3/5</strong><br />
More resources for the Navy. Nothing overly exciting though.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-4" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-4.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-4): 3/5</strong><br />
I quite like this card. Its cheap and expendable with the added bonus of pinging an objective when it dies.At times it will be amazing but most of the time, just a minor annoyance for the LS player.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/imperial-suppression-the-desolation-of-hoth-41-6" rel="sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png|CARD">Imperial Suppression</a> (The Desolation of Hoth 41-6): 5/5</strong><br />
The DS first counter card, and its free. Yes it puts the countered card back on top of its owners deck, ready to be used the following turn but when played correctly can scupper the best laid plans.On the closing turns of the game, this card will win games. All for the cost of 0 resources. Amazing card.<br />
<br />
<strong class='bbc'>Overall: 4/5</strong><br />
Another good solid oSet. Vader and Supression are the hard hitters here but both of those are phenomenal cards that will ensure this objective set sees play.<br /></div></div>
<br />
<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/lord-vaders-command-the-desolation-of-hoth-41-1" rel="sw/ffg_lord-vaders-command-the-desolation-of-hoth-41-1.png|CARD">Lord Vader's Command</a> (The Desolation of Hoth 41-1): 2.5/5</strong><br />
If you can flop this it's great. It really helps stop any first turn trickery strategies. Oh you want to Rebel Assault or Jedi Mind Trick my Motti, ok but it will cost you much of your first turn. It is also decent in a control deck with shielding. Basically, once it hits the table your opponent will do whatever they can to put a damage on it and once it gets the damage it goes to blank text. So while it's power is decent it won't be helping you long.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/darth-vader-the-desolation-of-hoth-41-2" rel="sw/ffg_darth-vader-the-desolation-of-hoth-41-2.png|CARD">Darth Vader</a> (The Desolation of Hoth 41-2): 5/5</strong><br />
The DS does not have many bomb characters and they just got another. So really he is great in any deck that wants to run 3 copies of Vader. His real value though is anchoring Navy aggro decks. Card games are about redundancy and he provides great redundancy with Orbital Bombardment. Of course having both together would be great but having 4 cards in a Navy deck that provide blast icons is where Vader's true value lies. He is going to be a staple in the game for years to come.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/communications-officer-the-desolation-of-hoth-41-3" rel="sw/ffg_communications-officer-the-desolation-of-hoth-41-3.png|CARD">Communications Officer</a> (The Desolation of Hoth 41-3): 2.5/5</strong><br />
If you are going to give me a terrible chud, give him resources. I love resources. Yes he is way overcosted at 3, but without the LS having much direct damage he is relatively safe. Go ahead waste your Rebel Assault on him.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-4" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-4.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-4): 3/5</strong><br />
If you are splashing this deck into a Sith control deck, this card is pretty terrible. If you are running it in a Navy Aggro deck it's pretty darn good. He is probably acquiring a blast icon and then doing a damage when he leaves play. Not just dying but Jedi tricks like Swindled trigger him as well. As far as 2 cost chuds go he is in the upper group.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/imperial-suppression-the-desolation-of-hoth-41-6" rel="sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png|CARD">Imperial Suppression</a> (The Desolation of Hoth 41-6): 5/5</strong><br />
If you have ever heard the Smuggler's Den you know that I wanted to see a DS cancel and this is perfect. Your opponent gets theirs back and you lose yours but it is perfect for what you need, control. Nothing is worse than using Force Lightning on Han only to see them play Counter Stroke. Now with some planning and hand crafting you can have a well protected Force Lightning.<br />
<br />
<strong class='bbc'>Overall: 4/5</strong><br />
Vader is amazing and will be for years to come. Suppression is also amazing and fits well into a Sith deck. The problem is the Probe Droids don't fit well into many decks that want to splash a third Vader and add Suppression and the resource chud is overcosted. So what we have is a very strong Navy oSet (5/5) and a decent Sith oSet.(3/5)<br /></div></div>
<br />
<p class='citation'>Toqtamish said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/lord-vaders-command-the-desolation-of-hoth-41-1" rel="sw/ffg_lord-vaders-command-the-desolation-of-hoth-41-1.png|CARD">Lord Vader's Command</a> (The Desolation of Hoth 41-1): 2/5</strong><br />
It is not a bad ability but this objective will not be undamaged for very long. Once this hits play it will be the next target for the LS very likely to shut down it's ability.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/darth-vader-the-desolation-of-hoth-41-2" rel="sw/ffg_darth-vader-the-desolation-of-hoth-41-2.png|CARD">Darth Vader</a> (The Desolation of Hoth 41-2): 5/5</strong><br />
This is a great version of Vader for use with the Imperial decks in either a trooper or a fighter deck. Adding a non edge dependent blast damage to all of your units while attacking makes it so much easier to take out an objective while he is attacking. At first I thought he would be of best usage in my trooper deck but I am now seeing him as probably being better in a fighter deck. Used in conjunction with Orbital Bombardment and that is a lot of blast damage coming the LS way.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/communications-officer-the-desolation-of-hoth-41-3" rel="sw/ffg_communications-officer-the-desolation-of-hoth-41-3.png|CARD">Communications Officer</a> (The Desolation of Hoth 41-3): 2/5</strong><br />
More resources is useful but he does cost 3 to get in to play. Strictly a resource card.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-4" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-4.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-4): 3/5</strong><br />
A great unit to sacrifice to something or send in to battle and force the LS to strike and destroy it with their unit damage, preferably after winning the edge battle and striking with the probe droid.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/imperial-suppression-the-desolation-of-hoth-41-6" rel="sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png|CARD">Imperial Suppression</a> (The Desolation of Hoth 41-6): 5/5</strong><br />
0 cost interrupt that cancels an opponents event, this card is so obviously good it is hard to really say anything about it. Simple and very effective. Now yes it does put that event back on your opponents deck but still played right this card can really hurt the LS and even potentially slow them down if they paid a number of resources to play the event in the first place.<br />
<br />
<strong class='bbc'>Overall: 4/5</strong><br />
Vader and Imperial Suppression completely carry this OSet but still it is a great OSet for the Imperial Navy. Adding more blast damage to units while attacking is very effective and goes well with other buffs that the Navy has like Trooper Assault and Orbital Bombardment.<br /></div></div>]]></description>
		<pubDate>Mon, 08 Apr 2013 05:50:17 +0000</pubDate>
		<guid isPermaLink="false">aff0a6a4521232970b2c1cf539ad0a19</guid>
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		<title>No Disintegrations - Decisions, Decisions, Deci...</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/no-disintegrations-decisions-decisions-deci-r541</link>
		<description><![CDATA[<p class='bbc_center'><span style='font-size: 18px;'><strong class='bbc'>No Disintegrations - Decisions, Decisions, Decisions: Part 1</strong></span></p>
<br />
Welcome back one and all to another week of No Disintegrations.  This week I wanted to expand on the discussion from last week about deck building but with a focus on the decisions we make when building a deck and how they translate into decisions made while playing the decks. There are many times when the decisions we make as gamers can either effect us positively or negatively. From the start of deck building all the way to the last card we play to win a world championship there are countless decisions that can affect us. How though can we use these decision points (thanks TinyGrimes for that catchy term) to our advantage and is there a way to affect our opponents as well?<br />
<br />
I have planned this to be a two part article, the first portion we are going to work through the decisions for making two decks and the second portion will go through how the decisions made in deck building change and alter the decisions made when playing the decks.  So on to the interesting bits!!<br />
<br />
<div style="float:left; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_imperial-suppression-the-desolation-of-hoth-41-6.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/tn_imperial-suppression-the-desolation-of-hoth-41-6.jpg' /></a></div>There are two primary ways to envision building a deck; reactionary and proactive.  A reactionary deck is one that attempts to counter everything your opponent does and have an answer for anything that hits the field.  In most games these are referred to as "Control" decks.  Cards such as <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/imperial-suppression-the-desolation-of-hoth-41-6" rel="sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png|CARD">Imperial Suppression</a> (The Desolation of Hoth 41-6), <a href="/index.php/starwars/star-wars-card-spoilers/_/core/twist-of-fate-core-5-6" rel="sw/ffg_twist-of-fate-core-5-6.png|CARD">Twist of Fate</a> (Core 5-6), <a href="/index.php/starwars/star-wars-card-spoilers/_/core/c-3po-core-5-2" rel="sw/ffg_c-3po-core-5-2.png|CARD">C-3PO</a> (Core 5-2), and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/counter-stroke-core-2-6" rel="sw/ffg_counter-stroke-core-2-6.png|CARD">Counter-stroke</a> (Core 2-6) are prime examples of some key control elements.  You also have ways to control what your opponent does and how they attack with cards such as <a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-lightning-core-23-5" rel="sw/ffg_force-lightning-core-23-5.png|CARD">Force Lightning</a> (Core 23-5) and  <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2).  Additionally these decks tend to play at a slower pace and drag games out until the point where they can play their win condition cards.  These decks make it so that the majority of decision points are skewed into your favor, your opponent always has to consider the fact that you will have an answer to most things they play and they will be forced to either play around this fear or play into it hoping you are bluffing.  The one down side is that while many of the decisions you make are going to be favorable there are still MANY decisions you must make over the course of a game, and making one wrong decision can unravel all your best laid plans.<br />
<br />
On the flip side of this we have proactive decks that are almost a complete mirror.  More often than not these type of decks fall into the Aggro or Mid-Range category and  attempt to flood the board with more threats than their opponent is able to handle.  <a href="/index.php/starwars/star-wars-card-spoilers/_/core/red-five-core-4-2" rel="sw/ffg_red-five-core-4-2.png|CARD">Red Five</a> (Core 4-2) is a superb example of a proactive card, when it hits the field your opponent either has to deal with it quickly or it will take over a game, ending it very quickly.  A proactive style deck forces most of the decisions points on to your opponent, pretty much every turn you know you will be playing units and attacking with those units and it will be up to your opponent to find a way to deal with the onslaught.  A times while playing a deck like this it will appear that you are not in control of the game or that you are blindly attacking, the key though is that you know your deck and you know what your plan is down to its finest point.  You are using this appearance of recklessness to mess with your opponent, trying to force them to make the wrong decisions and wind up making a mistake they cannot recover from.<br />
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There are many other more subtle points to both of these types of decks, as a player becomes increasingly familiar with a card game they will find minor tweaks to these broad stroke ideas and be able to fine tune them to fit their play style.  With these two categories in mind let's build two decks that demonstrate how these strategies play out.<br />
<br />
<div style="float:right; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_red-five-core-4-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_red-five-core-4-2.png' /></a></div>When I initially sit down to build a deck I like to pick one or two cards to focus my entire deck around.  With the Star Wars LCG this is a bit different as you must play an entire objective set and cannot cherry pick just the key cards for your deck.  This adds a bit of trickiness to deck building because it forces you to play with "bad" cards or cards that do not fit the theme of your deck precisely.  Once I figure out how I want the deck to play I go through all the cards one by one until I find two to three cards that fit into the idea I have brewing up.  I then will set the objective sets out that these cards are a part of so I can visually see the deck as it takes shape.  From this point on it fine tuning and adding/subtracting objective sets until I get a work 10 objective set deck up and running.  Lastly comes copious amounts of testing, tweaking, and rebuilding until I get the deck exactly how I want it.<br />
<br />
<em class='bbc'>Note: The following decks were made for the purpose of showing two deck building principles, thus they may seem a bit wacky and may not "work" to a top tier potential.</em><br />
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With all that being said we are first going to tackle a Light side deck that is very proactive.  Also we are going to use it to demonstrate a few ways to force poor decisions on to your opponent by some key card selections when building the deck.  Some of the key cards I want to highlight in the deck are <a href="/index.php/starwars/star-wars-card-spoilers/_/core/red-five-core-4-2" rel="sw/ffg_red-five-core-4-2.png|CARD">Red Five</a> (Core 4-2), <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2), and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/battlefield-engineers-core-9-3" rel="sw/ffg_battlefield-engineers-core-9-3.png|CARD">Battlefield Engineers</a> (Core 9-3).  These three cards work amazingly well together and force your opponent into some very bad situations.  Also the addition of <a href="/index.php/starwars/star-wars-card-spoilers/_/core/admiral-ackbar-core-12-2" rel="sw/ffg_admiral-ackbar-core-12-2.png|CARD">Admiral Ackbar</a> (Core 12-2), <a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-blaster-emplacement-core-9-5" rel="sw/ffg_heavy-blaster-emplacement-core-9-5.png|CARD">Heavy Blaster Emplacement</a> (Core 9-5), and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/rebel-assault-core-8-6" rel="sw/ffg_rebel-assault-core-8-6.png|CARD">Rebel Assault</a> (Core 8-6) put even more pressure on your opponents decision making because every turn you can just keep coming at them in a relentless wave.  Once I figured out the base core for the deck I came up with the following:<br />
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<br />
Afflilation:<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/jedi-core" rel="sw/ffg_jedi-core.png|CARD">Jedi</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/a-journey-to-dagobah-core-4-1" rel="sw/ffg_a-journey-to-dagobah-core-4-1.png|CARD">A Journey to Dagobah</a> (Core 4-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/red-five-core-4-2" rel="sw/ffg_red-five-core-4-2.png|CARD">Red Five</a> (Core 4-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/r2-d2-core-4-3" rel="sw/ffg_r2-d2-core-4-3.png|CARD">R2-D2</a> (Core 4-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twilek-loyalist-core-4-4" rel="sw/ffg_twilek-loyalist-core-4-4.png|CARD">Twi'lek Loyalist</a> (Core 4-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/double-strike-core-4-5" rel="sw/ffg_double-strike-core-4-5.png|CARD">Double Strike</a> (Core 4-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/target-of-opportunity-core-4-6" rel="sw/ffg_target-of-opportunity-core-4-6.png|CARD">Target of Opportunity</a> (Core 4-6)</p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-defense-of-yavin-4-core-8-1" rel="sw/ffg_the-defense-of-yavin-4-core-8-1.png|CARD">The Defense of Yavin 4</a> (Core 8-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/red-two-core-8-2" rel="sw/ffg_red-two-core-8-2.png|CARD">Red Two</a> (Core 8-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/y-wing-core-8-3" rel="sw/ffg_y-wing-core-8-3.png|CARD">Y-Wing</a> (Core 8-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/astromech-droid-upgrade-core-8-4" rel="sw/ffg_astromech-droid-upgrade-core-8-4.png|CARD">Astromech Droid Upgrade</a> (Core 8-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/hidden-outpost-core-8-5" rel="sw/ffg_hidden-outpost-core-8-5.png|CARD">Hidden Outpost</a> (Core 8-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/rebel-assault-core-8-6" rel="sw/ffg_rebel-assault-core-8-6.png|CARD">Rebel Assault</a> (Core 8-6)</p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/mission-briefing-core-9-1" rel="sw/ffg_mission-briefing-core-9-1.png|CARD">Mission Briefing</a> (Core 9-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/mon-mothma-core-9-2" rel="sw/ffg_mon-mothma-core-9-2.png|CARD">Mon Mothma</a> (Core 9-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/battlefield-engineers-core-9-3" rel="sw/ffg_battlefield-engineers-core-9-3.png|CARD">Battlefield Engineers</a> (Core 9-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/a-wing-core-9-4" rel="sw/ffg_a-wing-core-9-4.png|CARD">A-Wing</a> (Core 9-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-blaster-emplacement-core-9-5" rel="sw/ffg_heavy-blaster-emplacement-core-9-5.png|CARD">Heavy Blaster Emplacement</a> (Core 9-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heat-of-battle-core-9-6" rel="sw/ffg_heat-of-battle-core-9-6.png|CARD">Heat of Battle</a> (Core 9-6)</p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/draw-their-fire-core-12-1" rel="sw/ffg_draw-their-fire-core-12-1.png|CARD">Draw Their Fire</a> (Core 12-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/admiral-ackbar-core-12-2" rel="sw/ffg_admiral-ackbar-core-12-2.png|CARD">Admiral Ackbar</a> (Core 12-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/x-wing-escort-core-12-3" rel="sw/ffg_x-wing-escort-core-12-3.png|CARD">X-Wing Escort</a> (Core 12-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/x-wing-core-12-4" rel="sw/ffg_x-wing-core-12-4.png|CARD">X-Wing</a> (Core 12-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/fleet-command-center-core-12-5" rel="sw/ffg_fleet-command-center-core-12-5.png|CARD">Fleet Command Center</a> (Core 12-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/heroic-sacrifice-core-12-6" rel="sw/ffg_heroic-sacrifice-core-12-6.png|CARD">Heroic Sacrifice</a> (Core 12-6)</p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-operations-the-desolation-of-hoth-38-1" rel="sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png|CARD">Hoth Operations</a> (The Desolation of Hoth 38-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/rogue-three-the-desolation-of-hoth-38-3" rel="sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png|CARD">Rogue Three</a> (The Desolation of Hoth 38-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/snowspeeder-the-desolation-of-hoth-38-4" rel="sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png|CARD">Snowspeeder</a> (The Desolation of Hoth 38-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-survival-gear-the-desolation-of-hoth-38-5" rel="sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png|CARD">Hoth Survival Gear</a> (The Desolation of Hoth 38-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/target-of-opportunity-the-desolation-of-hoth-38-6" rel="sw/ffg_target-of-opportunity-the-desolation-of-hoth-38-6.png|CARD">Target of Opportunity</a> (The Desolation of Hoth 38-6)</p>
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As you will see this deck has some very explosive potential at a low cost curve.  Having your most expensive unit cost three resources means that you should be able to play multiple units per turn allowing you to quickly overrun your opponent.  Also you have quite a bit of interaction among all of your cards, especially with Battlefield Engineers that allow you to attack multiple times with a vehicle enhanced by Wedge Antilles or to keep pinging away with Heavy Blaster Emplacement.  One of the key points I really like about Heavy Blaster Emplacement is that it forces your opponent to choose where to assign the damage.  While this may seem like a drawback it can actually work as a tell, giving you potential information about what they are playing or what they are expecting you to do.  Since you are also running Admiral Ackbar, Rebel Assault, and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/heat-of-battle-core-9-6" rel="sw/ffg_heat-of-battle-core-9-6.png|CARD">Heat of Battle</a> (Core 9-6) it adds to the stress of their decision because if they choose poorly you have ways to make them pay.  Speaking of Admiral Ackbar, since he can be played during any engagement that means that as long as you have three resources open your opponent is never truly safe as you could stifle their entire turn with the well timed trap.  You will have your opponent scratching their head wondering what is coming next and sweating out every decision they make knowing that their downfall could be only one card away.<br />
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When I was thinking up a dark side deck I knew that I wanted to build a control deck, this meant I had to  have multiple ways to deal with not only units but pesky enemy objectives as well.  This meant running <a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-lightning-core-23-5" rel="sw/ffg_force-lightning-core-23-5.png|CARD">Force Lightning</a> (Core 23-5) and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/superlaser-blast-core-28-6" rel="sw/ffg_superlaser-blast-core-28-6.png|CARD">Superlaser Blast</a> (Core 28-6), both of which are very good cards but rather expensive.  Fortunately both objectives come with resource producing units or enhancements.  One of my favorite objective sets is <a href="/index.php/starwars/star-wars-card-spoilers/_/core/cruel-interrogations-core-24-1" rel="sw/ffg_cruel-interrogations-core-24-1.png|CARD">Cruel Interrogations</a> (Core 24-1), card advantage is key to control decks and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-droid-core-24-2" rel="sw/ffg_interrogation-droid-core-24-2.png|CARD">Interrogation Droid</a> (Core 24-2) and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-core-24-6" rel="sw/ffg_interrogation-core-24-6.png|CARD">Interrogation</a> (Core 24-6) are great tools to get and then maintain card advantage. Interrogation also gives you the advantage of knowing what is in your opponents hand so that it is harder to get surprised by a card you were not expecting.  One of the new stars of the Desolation of Hoth force pack is <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2), not only does it let you remove an attacking non-vehicle unit from an engagement but it also deals 1 damage to that unit.  What this deck lacks in destructive power it more than makes up for in being able to slow and eventually shut down your opponent.<br />
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Afflilation:<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-navy-core" rel="sw/ffg_imperial-navy-core.png|CARD">Imperial Navy</a> (Core)<br />
<br />
Total Objective Sets: 10<br />
<br />
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-emperors-web-core-23-1" rel="sw/ffg_the-emperors-web-core-23-1.png|CARD">The Emperor's Web</a> (Core 23-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperor-palpatine-core-23-2" rel="sw/ffg_emperor-palpatine-core-23-2.png|CARD">Emperor Palpatine</a> (Core 23-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperors-royal-guard-core-23-3" rel="sw/ffg_emperors-royal-guard-core-23-3.png|CARD">Emperor's Royal Guard</a> (Core 23-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/sith-library-core-23-4" rel="sw/ffg_sith-library-core-23-4.png|CARD">Sith Library</a> (Core 23-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-lightning-core-23-5" rel="sw/ffg_force-lightning-core-23-5.png|CARD">Force Lightning</a> (Core 23-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-choke-core-23-6" rel="sw/ffg_force-choke-core-23-6.png|CARD">Force Choke</a> (Core 23-6)</p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/cruel-interrogations-core-24-1" rel="sw/ffg_cruel-interrogations-core-24-1.png|CARD">Cruel Interrogations</a> (Core 24-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-droid-core-24-2" rel="sw/ffg_interrogation-droid-core-24-2.png|CARD">Interrogation Droid</a> (Core 24-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-droid-core-24-3" rel="sw/ffg_interrogation-droid-core-24-3.png|CARD">Interrogation Droid</a> (Core 24-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/isb-interrogators-core-24-4" rel="sw/ffg_isb-interrogators-core-24-4.png|CARD">ISB Interrogators</a> (Core 24-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/intimidated-core-24-5" rel="sw/ffg_intimidated-core-24-5.png|CARD">Intimidated</a> (Core 24-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/interrogation-core-24-6" rel="sw/ffg_interrogation-core-24-6.png|CARD">Interrogation</a> (Core 24-6)</p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-ultimate-power-core-28-1" rel="sw/ffg_the-ultimate-power-core-28-1.png|CARD">The Ultimate Power</a> (Core 28-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/core/grand-moff-tarkin-core-28-2" rel="sw/ffg_grand-moff-tarkin-core-28-2.png|CARD">Grand Moff Tarkin</a> (Core 28-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/superlaser-engineer-core-28-3" rel="sw/ffg_superlaser-engineer-core-28-3.png|CARD">Superlaser Engineer</a> (Core 28-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/stormtrooper-elite-core-28-4" rel="sw/ffg_stormtrooper-elite-core-28-4.png|CARD">Stormtrooper Elite</a> (Core 28-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/control-room-core-28-5" rel="sw/ffg_control-room-core-28-5.png|CARD">Control Room</a> (Core 28-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/superlaser-blast-core-28-6" rel="sw/ffg_superlaser-blast-core-28-6.png|CARD">Superlaser Blast</a> (Core 28-6)</p>
<div style="float:right; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_icetromper-the-desolation-of-hoth-40-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_icetromper-the-desolation-of-hoth-40-2.png' /></a></div>2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-2" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-2.png|CARD">Icetromper</a> (The Desolation of Hoth 40-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/icetromper-the-desolation-of-hoth-40-3" rel="sw/ffg_icetromper-the-desolation-of-hoth-40-3.png|CARD">Icetromper</a> (The Desolation of Hoth 40-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-desolation-of-hoth-the-desolation-of-hoth-40-5" rel="sw/ffg_the-desolation-of-hoth-the-desolation-of-hoth-40-5.png|CARD">The Desolation of Hoth</a> (The Desolation of Hoth 40-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/twist-of-fate-the-desolation-of-hoth-40-6" rel="sw/ffg_twist-of-fate-the-desolation-of-hoth-40-6.png|CARD">Twist of Fate</a> (The Desolation of Hoth 40-6)</p>
2x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/lord-vaders-command-the-desolation-of-hoth-41-1" rel="sw/ffg_lord-vaders-command-the-desolation-of-hoth-41-1.png|CARD">Lord Vader's Command</a> (The Desolation of Hoth 41-1)<br />
<p class='bbc_indent' style='margin-left: 40px;'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/darth-vader-the-desolation-of-hoth-41-2" rel="sw/ffg_darth-vader-the-desolation-of-hoth-41-2.png|CARD">Darth Vader</a> (The Desolation of Hoth 41-2)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/communications-officer-the-desolation-of-hoth-41-3" rel="sw/ffg_communications-officer-the-desolation-of-hoth-41-3.png|CARD">Communications Officer</a> (The Desolation of Hoth 41-3)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-4" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-4.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-4)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-5" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-5.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-5)<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/imperial-suppression-the-desolation-of-hoth-41-6" rel="sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png|CARD">Imperial Suppression</a> (The Desolation of Hoth 41-6)</p>
<br />
<br />
The deck has quite a few ways to shut down your opponent, between <a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperor-palpatine-core-23-2" rel="sw/ffg_emperor-palpatine-core-23-2.png|CARD">Emperor Palpatine</a> (Core 23-2) and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/intimidated-core-24-5" rel="sw/ffg_intimidated-core-24-5.png|CARD">Intimidated</a> (Core 24-5) you should be able to rack up the focus tokens on your opponents characters.  Also being able to hold an <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/imperial-suppression-the-desolation-of-hoth-41-6" rel="sw/ffg_imperial-suppression-the-desolation-of-hoth-41-6.png|CARD">Imperial Suppression</a> (The Desolation of Hoth 41-6) in hand to counter a pesky Event card and then follow that up with an Interrogation on your opponents turn to strip the card from them can be back breaking.  One of the surprising and more interesting interactions in the deck is <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/the-killing-cold-the-desolation-of-hoth-40-1" rel="sw/ffg_the-killing-cold-the-desolation-of-hoth-40-1.png|CARD">The Killing Cold</a> (The Desolation of Hoth 40-1) in combination with <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/probe-droid-the-desolation-of-hoth-41-4" rel="sw/ffg_probe-droid-the-desolation-of-hoth-41-4.png|CARD">Probe Droid</a> (The Desolation of Hoth 41-4).  You can throw Probe Droid in a battle and if it looks like you will lose him to unit damage you can sacrifice him to clear damage off a Hoth objective you control and deal 1 damage from his ability to an objective your opponent controls. Last but not least is another star of the deck in <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/fear-the-desolation-of-hoth-40-4" rel="sw/ffg_fear-the-desolation-of-hoth-40-4.png|CARD">Fear</a> (The Desolation of Hoth 40-4).  Being able to remove a unit completely from the force struggle means that the majority of the time Emperor Palpatine can hold the force for you on his own.<br />
<br />
Now that we have two decks ready, next week we will go over how these two decks force your opponent into poor decisions and how you can use that against them.  Also we will look at some of the smaller things you can do; intentionally or unintentionally, during a game that can either increase or decrease your chances of success.  As always thank you to every for tuning in for No Disintegrations and I look forward to any comments you may have on this article.]]></description>
		<pubDate>Thu, 04 Apr 2013 04:26:22 +0000</pubDate>
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		<title>Desolation Of Hoth Jedi and Rebel Review</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/desolation-of-hoth-jedi-and-rebel-review-r537</link>
		<description><![CDATA[Welcome to Part one of the Star Wars LCG Desolation of Hoth Objective Set Review! This time our reviewers will be covering the Jedi and Rebels, going over their thoughts on the new cards.<br />
<br />
Both the Jedi and Rebels get some high reviews this pack with cards that will be sure to expand your deck options.<br />
<br />
First Up Objective Set 37 <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1" rel="sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png|CARD">A Message from Beyond</a> (The Desolation of Hoth 37-1)<br />
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 <br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_a-message-from-beyond-the-desolation-of-hoth-37-1.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png' /></a></p>
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<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-3.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_weapon-mastery-the-desolation-of-hoth-37-4.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_calm-the-desolation-of-hoth-37-5.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_heat-of-battle-the-desolation-of-hoth-37-6.png' alt='Posted Image' class='bbc_img' /></span></p>
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<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1" rel="sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png|CARD">A Message from Beyond</a> (The Desolation of Hoth 37-1) - 5/5<br />
<br />
This objective set is the exact boost that Light Side character based decks needed, especially to combat against the likes of <a href="/index.php/starwars/star-wars-card-spoilers/_/core/emperor-palpatine-core-23-2" rel="sw/ffg_emperor-palpatine-core-23-2.png|CARD">Emperor Palpatine</a> (Core 23-2) and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-lightning-core-23-5" rel="sw/ffg_force-lightning-core-23-5.png|CARD">Force Lightning</a> (Core 23-5).  The hands down best card in the set is the two <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/old-bens-spirit-the-desolation-of-hoth-37-2" rel="sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.png|CARD">Old Ben's Spirit</a> (The Desolation of Hoth 37-2) and does this card earn its placement in a deck.  Not only Old Ben's Spirit require a large investment by your opponent to get rid of the card it is attached to but it also adds another line of defense for your deck.  If you have A Message From Beyond in play as well it means you can keep recurring Old Ben's Spirit to keep your units alive. <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/calm-the-desolation-of-hoth-37-5" rel="sw/ffg_calm-the-desolation-of-hoth-37-5.png|CARD">Calm</a> (The Desolation of Hoth 37-5) and <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/weapon-mastery-the-desolation-of-hoth-37-4" rel="sw/ffg_weapon-mastery-the-desolation-of-hoth-37-4.png|CARD">Weapon Mastery</a> (The Desolation of Hoth 37-4) just add to the combat tricks available for this set and turn any character; but <a href="/index.php/starwars/star-wars-card-spoilers/_/core/yoda-core-2-2" rel="sw/ffg_yoda-core-2-2.png|CARD">Yoda</a> (Core 2-2) especially, into a Stormtrooper Cuisinart letting him clear all his focus tokens and gain unit damage icons galore.<br /></div></div>
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<p class='citation'>Nate said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1" rel="sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png|CARD">A Message from Beyond</a> (The Desolation of Hoth 37-1): 5/5</strong><br />
Already this is one of my favourite Jedi objective sets in the game. The ability to recur powerful attachments such as Trust Your Feelings, Jedi Lightsaber and with this set Old Ben's Spirit is invaluable to Jedi tactics. This gives you the ability to attach enhancements to "lesser" characters early game rather than wait till you hit a tank unit and be less worried that the investment be wasted or you can turn that tank unit into a nightmare for you opponent to deal with if you keep recycling and Old Ben's Spirit each turn. It can also gain you some card advantage whether it be from recurring cycled enhancements or enhancements that have been used in an edge battle.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/old-bens-spirit-the-desolation-of-hoth-37-2" rel="sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.png|CARD">Old Ben's Spirit</a> (The Desolation of Hoth 37-2): 5/5</strong><br />
Everybody hates seeing their Luke or Yoda dying and all it will cost you to keep them round twice as long is 1 resource. This card fixes a problem that I often ran into when playing against Sith decks when could easily protect my tanks with guardian of peaces but would get hammered by a Force Lightning if I didn't have a C-3PO, not anymore. To put icing on the cake slapping just this on Yoda makes him both harder to kill and stronger! I can say quite confidently that this will become a Jedi staple in competitive play.<br />
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<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/weapon-mastery-the-desolation-of-hoth-37-4" rel="sw/ffg_weapon-mastery-the-desolation-of-hoth-37-4.png|CARD">Weapon Mastery</a> (The Desolation of Hoth 37-4): 2/5</strong><br />
It's not that the card is bad it just seems that it doesn't seem necessary and will often just end up been used in an edge battle or cycled in the draw phase. There maybe those odd games where it can be used to sneakily take down a unit unexpectedly but outside of that ill probably wishing it was any other crd in my deck.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/calm-the-desolation-of-hoth-37-5" rel="sw/ffg_calm-the-desolation-of-hoth-37-5.png|CARD">Calm</a> (The Desolation of Hoth 37-5): 4/5</strong><br />
This card very nearly got a 5/5 had it been a single enhancement or no enhancement but cost a single resource (may have been too good then though). Having a unit that has a a light sabre and a Trust your Feelings attached is going to attract a lot of tactic tokens from the the other side of the board and having a cheap way to get rid of these is amazing. It can either be played to give that extra defender that can do serious damage and maybe dissuade an attack entirely or you can wait till after engagements and they've wasted all their tactics tokens locking the character down to find to their dismay that he'll be coming over their side of the board anyway.<br />
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<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/heat-of-battle-the-desolation-of-hoth-37-6" rel="sw/ffg_heat-of-battle-the-desolation-of-hoth-37-6.png|CARD">Heat of Battle</a> (The Desolation of Hoth 37-6): 3/5</strong><br />
Still one of my favourite fate cards helping do more objective damage, something Jedi can lack on and only further enhances (Get it?) this set.<br />
<br />
<strong class='bbc'>Overall 5/5</strong><br />
This set takes a big unit type deck with kind of voltron feel to it from on the cusp to being viable competitively. Even with the weapon mastery feeling kind of "meh" I really don't mind taking what is a tiny hit for some really powerful cards that opens up what could easily be the best Jedi build.<br /></div></div>
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<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1" rel="sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png|CARD">A Message from Beyond</a> (The Desolation of Hoth 37-1): 5/5</strong><br />
This card is terrifying in Jedi decks. As pointed out, Jedi have a reliance on enhancements and the ability to recycle them will allow them to keep the pressure on your opponent. As Tiny pointed out, this card allows extra flexibility in the edge battles which is always a huge bonus in the game. I have a distinct feeling that this card will upset me. a lot.<br />
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<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/old-bens-spirit-the-desolation-of-hoth-37-2" rel="sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.png|CARD">Old Ben's Spirit</a> (The Desolation of Hoth 37-2): 5/5</strong><br />
Wow. Just wow. This card can be such a game changer. Character removal is slim in this game currently and sometimes it can be hard work killing one of the many lightside powerhouses. This card just makes them infinitely more durable. Attaching this to a Luke or a Yoda will put so much pressure on the DS player. Not only that but with the above objective you essentially have an unkillable tank.<br />
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<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/weapon-mastery-the-desolation-of-hoth-37-4" rel="sw/ffg_weapon-mastery-the-desolation-of-hoth-37-4.png|CARD">Weapon Mastery</a> (The Desolation of Hoth 37-4): 3/5</strong><br />
Its a solid enough card that will allow suprise attacks. Combined with anything that has Targeted Strike this could be gold. Otherwise its nothing special.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/calm-the-desolation-of-hoth-37-5" rel="sw/ffg_calm-the-desolation-of-hoth-37-5.png|CARD">Calm</a> (The Desolation of Hoth 37-5): 4/5</strong><br />
Thankfully this card can only be used on your opponents turn otherwise this would push Jedi into orbit. Being able to over extend on the attack knowing you will be able to defend due to this card is a pretty good gambling chip. One of the hardest things about this game is to know what to attack with and when and this card circumvents that factor. Not only that but this card is an excellent defence against the likes of Palpatine or anything that hands out focus tokens.<br />
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<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/heat-of-battle-the-desolation-of-hoth-37-6" rel="sw/ffg_heat-of-battle-the-desolation-of-hoth-37-6.png|CARD">Heat of Battle</a> (The Desolation of Hoth 37-6): 4/5</strong><br />
An 'old' favourite. By now you will have realised this cards use. Sniping a unit off during the edge battle can be very frustrating for your opponent ( or you). I'm a big fan of this card and welcome another copy with open arms.<br />
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I'm a big fan of this pod as a whole. Its a well developed objective set with some powerful tools for the Jedi. I do believe that Jedi will always be an enhancement deck and this set goes a long way in cementing that fact. I rarely play Jedi but I know full well that a number of the cards here will annoy me...greatly.<br /></div></div>
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<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1" rel="sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png|CARD">A Message from Beyond</a> (The Desolation of Hoth 37-1): 5/5</strong><br />
This objective is flat out amazing. Jedi decks rely on enhancements and I have always been hesitant about dropping great enhancements on weenies while I wait for my big boys. Now I can just stick an ultra valuable Trust Your Feelings on a Twilek for double the tactics fun while I wait for the big guys. Then when they die I just get them back. Also, ever been torn about throwing your Jedi Lightsaber in for edge battles? Well now it's not longer an issue. This objective combos really well with Secrets of Yavin 4 as it will pretty much stick around all game. Did I mention it was amazing yet?<br />
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<strong class='bbc'>2 x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/old-bens-spirit-the-desolation-of-hoth-37-2" rel="sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.png|CARD">Old Ben's Spirit</a> (The Desolation of Hoth 37-2): 5/5</strong><br />
This card is an absolute pod and deck maker. Remember when you were first building that Jedi deck and Yoda got choked every time? Then you were forced to put in Guardian of the Peace just to keep your big characters alive? This phenomenal card fixes many of these problems. First, in combination with Guardian of the Peace, who comes with lightsaber deflection, you get an insane amount of protection for those big characters. With the Guardians, force lightning was still a huge problem. Not anymore! Add to it the combo options with Yoda and the A message from Beyond and you have the ideal card in a Jedi deck full of big characters.<br />
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<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/weapon-mastery-the-desolation-of-hoth-37-4" rel="sw/ffg_weapon-mastery-the-desolation-of-hoth-37-4.png|CARD">Weapon Mastery</a> (The Desolation of Hoth 37-4): 2/5</strong><br />
Nothing special. It's a fine edge card. It's actually a cute little surprise way to take out an unsuspecting character. It could actually make Shi-Cho training reasonable (okay it won't). It's not a bad card by any stretch it just doesn't add too much.<br />
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<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/calm-the-desolation-of-hoth-37-5" rel="sw/ffg_calm-the-desolation-of-hoth-37-5.png|CARD">Calm</a> (The Desolation of Hoth 37-5): 4/5</strong><br />
This card will be critical against Sith. One of Sith's big tricks is to put 3 focus on Han or Luke with Palpatine. They are not elite and doing that every turn can pretty much lock them down for the game, or at least a few turns. Big problem huh? Well it used to be a big problem. A 0 cost interrupt with 2 force icons that fixes one of the biggest problems for Jedi. Yeah that's at least a 4. Heck it might be a 6. If you are running Luke with this pod you should be able to get 2 enhancements on a big boy so the one restriction of the card shouldn't be a huge drawback.<br />
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<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/heat-of-battle-the-desolation-of-hoth-37-6" rel="sw/ffg_heat-of-battle-the-desolation-of-hoth-37-6.png|CARD">Heat of Battle</a> (The Desolation of Hoth 37-6): 3/5</strong><br />
Heat of Battle is a great card to have. It's my second favorite fate card at the moment and is always welcome in a strong objective set.<br />
<br />
<strong class='bbc'>Overall: 5/5</strong><br />
This is an amazing meta shifting objective. It allows Jedi to be much more aggressive. It is actually a viable strategy now to stick enhancements on Yoda and try to go to town. Before Yoda was relegated to a force grabber and only rarely became a beatstick. Now it is possible to make any of the big Jedi (and Han) an insane beatstick. An unkillable machine that crushes everything in sight. This is especially critical with the tournament rules. Frankly, winning just isn't quite enough anymore, you need to have the means to win quickly come regional season. At least for the current meta I see myself putting 2 copies of this objective in nearly any Jedi deck I make.<br /></div></div>
<br />
<p class='citation'>Toqtamish said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/a-message-from-beyond-the-desolation-of-hoth-37-1" rel="sw/ffg_a-message-from-beyond-the-desolation-of-hoth-37-1.png|CARD">A Message from Beyond</a> (The Desolation of Hoth 37-1): 4/5</strong><br />
Being able to recycle some of the Jedi enhancements is really good for Jedi. Especially with the enhancement in this very set that will likely at some point end up in the discard pile. Pull that out and slap it back on a character to help them stay alive a bit longer. Jedi have some of the most powerful enhancements in the game and getting more usage out of them is great. If it did not have to be the topmost enhancement I would have rated it a 5.<br />
<br />
<strong class='bbc'>2 x <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/old-bens-spirit-the-desolation-of-hoth-37-2" rel="sw/ffg_old-bens-spirit-the-desolation-of-hoth-37-2.png|CARD">Old Ben's Spirit</a> (The Desolation of Hoth 37-2): 5/5</strong><br />
Prevent death. yes please! This card is an amazing ehancement and the fact you get two, so really four, is outstanding. This is card you will want to use anytime you have it. Place it on your Yoda protect him from being killed and it helps to buff him up with his own ability. Being able to use his over and over with the objective in this set makes it even sweeter and means you will very likely get more than four uses.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/weapon-mastery-the-desolation-of-hoth-37-4" rel="sw/ffg_weapon-mastery-the-desolation-of-hoth-37-4.png|CARD">Weapon Mastery</a> (The Desolation of Hoth 37-4): 3/5</strong><br />
It is an okay card that helps buff up a unit to make it able to do more damage. It is nothing fancy but simple and effective. Use this on a Yoda with some enhancements attached and he gets even more powerful and can one shot a Vader or maybe even Palpatine. Also has two force icons so can be useful in an edge battle.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/calm-the-desolation-of-hoth-37-5" rel="sw/ffg_calm-the-desolation-of-hoth-37-5.png|CARD">Calm</a> (The Desolation of Hoth 37-5): 4/5</strong><br />
This card can be quite useful for when playing against Sith and they have stacked a bunch of tokens on your Luke, Obi-Wan or Han. It is 0 cost so that helps it surprise your opponent as you do not have to leave resources ready to pull it off. If it did not require that the unit already had two enhancements on it I would have given it a five.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/heat-of-battle-the-desolation-of-hoth-37-6" rel="sw/ffg_heat-of-battle-the-desolation-of-hoth-37-6.png|CARD">Heat of Battle</a> (The Desolation of Hoth 37-6): 3/5</strong><br />
Good fate card that can help you take out an opposing unit before you even begin resolving strikes. Staple card.<br />
<br />
Overall this objective set has only increased for me how much I like it. At first glance I was not a fan but now I am working on figuring out which OSet to take out so I can put this in my Jedi/Han deck. It is a really good support set that can help you keep your key characters alive and in the action longer. Jedi relies on a number of "mains" and you want to keep them on the board as long as you can.</div></div>
<br />
<br />
<br />
And now for Hoth Operations:<br />
<br />
 <br />
<p class='bbc_center'><a href='http://www.cardgamedb.com/forums/uploads/sw/med_hoth-operations-the-desolation-of-hoth-38-1.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png' /></a></p>
<br />
<br />
<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_target-of-opportunity-the-desolation-of-hoth-38-6.png' alt='Posted Image' class='bbc_img' /></span></p>
<br />
<br />
<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-operations-the-desolation-of-hoth-38-1" rel="sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png|CARD">Hoth Operations</a> (The Desolation of Hoth 38-1): 4/5</strong><br />
The one thing keeping me from rating this objective set higher is the lack of other Hoth objectives and Speeders to play off the objective itself, once we get more though I feel like this will be a solid objective set for any Vehicle based Rebel deck out there.  <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/rogue-three-the-desolation-of-hoth-38-3" rel="sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png|CARD">Rogue Three</a> (The Desolation of Hoth 38-3) is a vehicle version of <a href="/index.php/starwars/star-wars-card-spoilers/_/core/yoda-core-2-2" rel="sw/ffg_yoda-core-2-2.png|CARD">Yoda</a> (Core 2-2), possibly even better since his bonus icons are not edge dependent.  The slight downside is that currently there are not that many vehicle enhancements with <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2) and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/astromech-droid-upgrade-core-8-4" rel="sw/ffg_astromech-droid-upgrade-core-8-4.png|CARD">Astromech Droid Upgrade</a> (Core 8-4) being the only two available to Light side at this time.  <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/snowspeeder-the-desolation-of-hoth-38-4" rel="sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png|CARD">Snowspeeder</a> (The Desolation of Hoth 38-4) fits well in this set, the only thing I worry about is at 2 cost and only 1 damage capacity it is easy pickings for most decks, until there is a way to beef up your vehicles while this is a good filler unit it won't be around too long.  The one oddity in this set to me is <a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-survival-gear-the-desolation-of-hoth-38-5" rel="sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png|CARD">Hoth Survival Gear</a> (The Desolation of Hoth 38-5), if this had been a vehicle enhancement I would have been jumping for joy, but as a character enhancement it is a bit underwhelming.  Being able to give a character up to 3 additional damage capacity is really good, but it just doesn't fit the theme for the rest of the set.  Overall though in a Vehicle deck this is as close to a must run as you can get.<br /></div></div>
<br />
<p class='citation'>Nate said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-operations-the-desolation-of-hoth-38-1" rel="sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png|CARD">Hoth Operations</a> (The Desolation of Hoth 38-1): 3/5</strong><br />
While I Think that edge(1) on all speeders is a real boost for the rebel alliance, having to have a decent number of speeders on the board and have more Hoth objectives than the opponent could leave this objective blank more times than I'd like.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2): 5/5</strong><br />
So I hear Trust your feelings is pretty good and here's the rebel alliance version. Gotta agree with Tiny that anyone using this as a character should maybe stay away from competitive play.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/rogue-three-the-desolation-of-hoth-38-3" rel="sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png|CARD">Rogue Three</a> (The Desolation of Hoth 38-3): 5/5</strong><br />
First the RA gets a version of trust your feelings, now they get their very own version of Yoda. This has the potential to be a real objective smasher even without the enhancement providing it doesn't get laden with tactics and a damage capacity of three is icing on the cake.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/snowspeeder-the-desolation-of-hoth-38-4" rel="sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png|CARD">Snowspeeder</a> (The Desolation of Hoth 38-4): 1/5</strong><br />
Pretty awful to be honest had it had a non edge dependant objective damage or cost one less it would of been passable as it is you'll be left wishing it was any other card.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-survival-gear-the-desolation-of-hoth-38-5" rel="sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png|CARD">Hoth Survival Gear</a> (The Desolation of Hoth 38-5): 2/5</strong><br />
Pretty uninspiring to be fair but a free enhancement that can make a tank a little more robust, would of preferred it if was a vehicle enhancement instead of character.…<br />
<br />
<strong class='bbc'>Overall 3/5</strong><br />
Two great cards,a solid card, two weak cards and questionable objective make this objective set playable at a competitive level only because the great cards really are great.<br /></div></div>
<br />
<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-operations-the-desolation-of-hoth-38-1" rel="sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png|CARD">Hoth Operations</a> (The Desolation of Hoth 38-1): 3/5 (room for growth)</strong><br />
I would rate this card higher if there were more Hoth Objectives. Given time, I will increase the rating to at least 4/5. In my opinion, the Rebel Alliance often suffers with the edge battle, at least to some small degree. This card will assist in that factor. Its a little hard to judge just how good this card will be as there are only a small amount of Speeders available at the moment. If the rest of the arc has more then this card will potentially be a real powerhouse.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2): 2/5 or 4/5</strong><br />
As a character, hes pretty average. As a RA version of Trust your Feelings, he is a monster. Anyone who has played Jedi will attest to the fact that TYF is an incredibly powerful card. Combined with Rogue 3 or any of the other hard hitting fighter units he will allow you to make multiple high pressure attacks. Awesome card.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/rogue-three-the-desolation-of-hoth-38-3" rel="sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png|CARD">Rogue Three</a> (The Desolation of Hoth 38-3): 5/5</strong><br />
I love this card. I love Snow Speeders. I fell in love with them after playing the old Rogue Squadron games and bringing down At-Ats with just a tow cable and a hell of a lot of skill. This card is just what The RA need. A well costed unit with some real damage potential. At 3damage capacity as well, it can take a few shots before it bites the dust. A good alternative to Yoda for alliance decks this card will certainly make an impact on the environment.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/snowspeeder-the-desolation-of-hoth-38-4" rel="sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png|CARD">Snowspeeder</a> (The Desolation of Hoth 38-4): 2/5</strong><br />
A pretty average card in fairness. Theres plenty of cards like this in the environment, all of which necessary but somewhat uninspiring. It fits the theme of the objective but nothing more. I really like the art though.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-survival-gear-the-desolation-of-hoth-38-5" rel="sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png|CARD">Hoth Survival Gear</a> (The Desolation of Hoth 38-5): 2/5</strong><br />
An odd choice for this objective set. Personally, I don't think it has a place in this set. As for the card itself, I think it could have potential later on when more Hoth objectives are available. Increased damage capacity is always welcome but more now the card remains average.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/target-of-opportunity-the-desolation-of-hoth-38-6" rel="sw/ffg_target-of-opportunity-the-desolation-of-hoth-38-6.png|CARD">Target of Opportunity</a> (The Desolation of Hoth 38-6): 4/5</strong><br />
Another solid card you will all be familiar with by now.<br />
<br />
An interesting Objective set that introduces Hoth to RA decks both thematically and mechanically. Its hard to judge just how good some cards will be until more Hoth objectives are revealed. Some cards are just golden though. Wedge and Rogue 3 especially.<br /></div></div>
<br />
<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-operations-the-desolation-of-hoth-38-1" rel="sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png|CARD">Hoth Operations</a> (The Desolation of Hoth 38-1): 4/5</strong><br />
Edge (1) changes everything. Rebel decks really struggle with playing guys and then winning edge. Just having the DS defender having to put one in to win can be a huge difference. Yes, there are not a ton of speeders yet, but you have 4 with just this pod and Rogue 3 is phenomenal. I have to guess that my decks will have at least 6-8 edge 1 speeders in them.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2): 5/5</strong><br />
If you play this card as a character you deserve to have someone kick you in the balls. So let's just assume that's off the table. Trust your Feelings is really broken. Now imagine that card on Red 5 or better yet Rogue Three. Boom your wish is granted. Now go blow some stuff up!<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/rogue-three-the-desolation-of-hoth-38-3" rel="sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png|CARD">Rogue Three</a> (The Desolation of Hoth 38-3): 5/5</strong><br />
Rogue 3 is precisely what Rebel decks needed. Even with no text he is very good. 3 damage capacity can be tough to take out and 2 blast damage is great. Now give him Wedge or another enhancement and you likely have a 4 blast damage vehicle crushing objectives left and right. With this card you can now have an arsenal of great vehicles with Red 2, Red 5, and Home One.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/snowspeeder-the-desolation-of-hoth-38-4" rel="sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png|CARD">Snowspeeder</a> (The Desolation of Hoth 38-4): 2/5</strong><br />
It's a chud. With Hoth Operations it becomes an edge 1 chud which is nice. But otherwise a 2 cost 1 damage capacity guy with an edge dependent blast icon doesn't cut it for Rebels.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-survival-gear-the-desolation-of-hoth-38-5" rel="sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png|CARD">Hoth Survival Gear</a> (The Desolation of Hoth 38-5): 2/5</strong><br />
Right now it just doesn't fit at all. However, I can definitely see a future character deck splashing this pod in for this card and some blaster damage from Rogue 3. When this card was spoiled I was quite excited about the prospect of sticking it on Yoda. However, then Jedi got their own amazing new pod and that went in instead.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/target-of-opportunity-the-desolation-of-hoth-38-6" rel="sw/ffg_target-of-opportunity-the-desolation-of-hoth-38-6.png|CARD">Target of Opportunity</a> (The Desolation of Hoth 38-6): 4/5</strong><br />
Target is money in a Rebel deck. Your job plain and simple is to do damage and this card does the job.<br />
<br />
<strong class='bbc'>Overall: 5/5</strong><br />
I predict that this pod is going to be a staple in Rebel vehicle decks for a long time to come. Rogue 3 alone is amazing and Wedge is a pod maker as well. Put them both in the same pod and you are in business.<br /></div></div>
<br />
<p class='citation'>Toqtamish said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-operations-the-desolation-of-hoth-38-1" rel="sw/ffg_hoth-operations-the-desolation-of-hoth-38-1.png|CARD">Hoth Operations</a> (The Desolation of Hoth 38-1): 4/5</strong><br />
It is very early in to the Hoth cycle but this card will only become better from here on out. Giving every single one of your <strong class='bbc'>Speeder </strong>units Edge (1) will make it a lot easier to win edge battles on a regular basis. We know we will be seeing more <strong class='bbc'>Speeder </strong>units as this cycle goes on as we have seen Rogue Leader, Rogue 2 and Snowspeeder being previewed to come in future packs in this cycle.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/wedge-antilles-the-desolation-of-hoth-38-2" rel="sw/ffg_wedge-antilles-the-desolation-of-hoth-38-2.png|CARD">Wedge Antilles</a> (The Desolation of Hoth 38-2): 4/5</strong><br />
You will almost never play him as a unit. Using him as an enhancement he is great. Being able to remove that focus from one of your <strong class='bbc'>Fighter </strong>or <strong class='bbc'>Speeder </strong>units and get it in for another attack is very effective. Or even use it to attack and then on your opponents turn remove that focus to give yourself another defender on their turn. Use the action on their turn as a bit of a surprise effect. Won't work every time or for long but the first couple of times your opponent likely won't see it coming. Again he will only get better as we get further in to the cycle and have more <strong class='bbc'>Speeders</strong>.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/rogue-three-the-desolation-of-hoth-38-3" rel="sw/ffg_rogue-three-the-desolation-of-hoth-38-3.png|CARD">Rogue Three</a> (The Desolation of Hoth 38-3): 5/5</strong><br />
Two blast icons and the ability to gain as many as you want to play enhancements on it means this unit could quite possibly attack alone and take out an objective on its own. And all for only 3 cost. This is a very obvious target for Wedge to be attached to and means you could possibly take out two objectives with Rogue Three. This card is a beast and immediately went in my Rebels deck.<br />
<br />
This set will be at the heart of any Rebel Hoth deck.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/snowspeeder-the-desolation-of-hoth-38-4" rel="sw/ffg_snowspeeder-the-desolation-of-hoth-38-4.png|CARD">Snowspeeder</a> (The Desolation of Hoth 38-4): 3/5</strong><br />
Nothing fancy, low health but it is a <strong class='bbc'>Speeder </strong>meaning it can take advantage of the objectives ability. We know we will see this again in set 59 in Pack 5 along with Rogue Leader and Rogue Two so you will have as many as 4 Snowspeeders in your deck, assuming they do not put it in another set too.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/hoth-survival-gear-the-desolation-of-hoth-38-5" rel="sw/ffg_hoth-survival-gear-the-desolation-of-hoth-38-5.png|CARD">Hoth Survival Gear</a> (The Desolation of Hoth 38-5): 1/5</strong><br />
It is not that it is a bad card but it really does not fit in with the rest of this set at all. A deck with Hoth Operations will very likely be including mostly Vehicle units (speeders) to make the most out of its objective. On the plus side it does have two force icons.<br />
<br />
<strong class='bbc'><a href="/index.php/starwars/star-wars-card-spoilers/_/the-hoth-cycle/the-desolation-of-hoth/target-of-opportunity-the-desolation-of-hoth-38-6" rel="sw/ffg_target-of-opportunity-the-desolation-of-hoth-38-6.png|CARD">Target of Opportunity</a> (The Desolation of Hoth 38-6): 4/5</strong><br />
This fate card is a very good fit in this OSet alongside Rogue Three, especially an enhanced Rogue Three.<br /></div></div>]]></description>
		<pubDate>Tue, 02 Apr 2013 01:07:49 +0000</pubDate>
		<guid isPermaLink="false">d1a69640d53a32a9fb13e93d1c8f3104</guid>
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	<item>
		<title>Han Shot First</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/han-shot-first-r530</link>
		<description><![CDATA[Hello and welcome to the first installment of Han shot first! A series of articles about the Star Wars universes favourite scoundrels aligned to light side of the force, smugglers and spies and those aligned with dark side of the force, scum and villainy.<br />
<br />
Now first of all the boring bit, a little about me. I've been playing CCGs and LCG's since the age of nine when my uncle first got me into magic the gathering third, since that day I've played a multitude of both CCG's and LCG's including VTES, Vs, Legend of the five rings and pretty much anything that FFG have brought out. When I found out that FFG were producing the star wars LCG I simply couldn't wait to find out to see how the faction breakdown would go and to my delight, the guys that liked to answer to themselves both got their own factions. Now as I'm a noob when it comes to writing these articles I am always looking for criticism (constructive if possible) if there something specifically you want looked at, too long, too short, more in-depth all comments are welcome.<br />
<br />
With that out of the way onto the article, now at this time the card pool for smugglers and spies and scum and villainy is limited to one objective set each in the core set so for now we are left looking at these.<br />
<br />
<div style="float:left; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_han-solo-core-15-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/tn_han-solo-core-15-2.jpg' /></a></div>First off we have the smugglers and spies objective <a href="/index.php/starwars/star-wars-card-spoilers/_/core/questionable-contacts-core-15-1" rel="sw/ffg_questionable-contacts-core-15-1.png|CARD">Questionable Contacts</a> (Core 15-1). It has a damage capacity of five, provides one resource with a smuggler and spies affiliation. Nothing too exciting here but then it has an ability Reaction: after you refresh, damage this objective to move 1 damage from a target friendly unit to a target enemy unit. So at the cost the cost of damaging the objective you can effectively heal one of your own units and damage an enemies unit. This is extremely useful for keeping your tank units looking healthy and either finishing off your opponents units that are already damaged or sniping those income providing units that rarely come to a conflict such as <a href="/index.php/starwars/star-wars-card-spoilers/_/core/admiral-motti-core-26-2" rel="sw/ffg_admiral-motti-core-26-2.png|CARD">Admiral Motti</a> (Core 26-2), <a href="/index.php/starwars/star-wars-card-spoilers/_/core/duty-officer-core-26-3" rel="sw/ffg_duty-officer-core-26-3.png|CARD">Duty Officer</a> (Core 26-3) or the annoying <a href="/index.php/starwars/star-wars-card-spoilers/_/core/imperial-officer-core-29-3" rel="sw/ffg_imperial-officer-core-29-3.png|CARD">Imperial Officer</a> (Core 29-3). Now unfortunately there is no clever shielding tricks to circumvent the cost of damaging the objective as shielding only protects damage from an attack or an enemy effect so I'm afraid you're going to have to take it on the chin. That said I still feel the costs are worth the swing it can give in a game and have used this tactic many times to forward a good board position.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/cloud-city-casino-core-15-4" rel="sw/ffg_cloud-city-casino-core-15-4.png|CARD">Cloud City Casino</a> (Core 15-4) is a basic enhancement that produces one resource with no affiliation. There's nothing flashy about this card it's purely a resource, but for those of you that have already played the game you'll will of already realized how clutch resources are to maintain a good board presence.<br />
<br />
Now onto the first of the two events in this set <a href="/index.php/starwars/star-wars-card-spoilers/_/core/crossfire-core-15-6" rel="sw/ffg_crossfire-core-15-6.png|CARD">Crossfire</a> (Core 15-6). This neutral event cost one resource and has the ability to give a striking unit a combat icon of your choice till the end of the strike. You need one more unit damage to finish off a enemy unit, you got it, you just can't finish of that enemy objective, here have a blaster damage, that one unit that's swinging the balance while sat at home, here have a tactic token. This card is so versatile and every time I draw it I'm happy as it adds options that the opponent won't be anticipating.<br />
<br />
The second event of the of the set is <a href="/index.php/starwars/star-wars-card-spoilers/_/core/swindled-core-15-5" rel="sw/ffg_swindled-core-15-5.png|CARD">Swindled</a> (Core 15-5) and I feel has a much more smuggler and spies feel to it. This smuggler and spies event cost one resource and has the text Reaction: return a target unit with printed cost two or lower to its owner's hand. This card is great for giving both tempo advantage and resource advantage (providing you hit a 2 cost unit). Normally this would be used to remove an attacker or defender during the conflict phase to hinder your opponents plans but it also has applications outside of the conflict phase. Notice that it doesn't say enemy unit which gives the ability to bounce your own units back to hand if your in a pinch, for example if you need that <a href="/index.php/starwars/star-wars-card-spoilers/_/core/guardian-of-peace-core-5-3" rel="sw/ffg_guardian-of-peace-core-5-3.png|CARD">Guardian of Peace</a> (Core 5-3) that has a damage token on it to last a little longer you could bounce it back to hand and replay it damage free or if say your <a href="/index.php/starwars/star-wars-card-spoilers/_/core/battlefield-engineers-core-9-3" rel="sw/ffg_battlefield-engineers-core-9-3.png|CARD">Battlefield Engineers</a> (Core 9-3) are laden with tactic tokens and you want to abuse that  emplacement some more bounce it out and slam it back down ready to give you some more emplacement fun.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/twilek-smuggler-core-15-3" rel="sw/ffg_twilek-smuggler-core-15-3.png|CARD">Twi'lek Smuggler</a> (Core 15-3) is the first unit we look at in this set and is a two cost smuggler and spy unit with a damage capacity of one, a unit damage and a tactics damage. I find this guy to be a little frail with such a low damage capacity but on the the flip side if you can keep him alive he can do damage to your opponents board with cheap tactics, which are essential for helping to lock your opponents board.<br />
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Yep I saved the best (and my personal favourite)for last <a href="/index.php/starwars/star-wars-card-spoilers/_/core/han-solo-core-15-2" rel="sw/ffg_han-solo-core-15-2.png|CARD">Han Solo</a> (Core 15-2) is quite simply put, a beast! He's a unique four cost smuggler and spy unit with a damage capacity unit of two, two unit damage, a tactics damage and a edge dependent blaster damage. He has targeted strike and the Reaction: After this unit is declared as an attacker or defender, deal 1 damage to an enemy unit. Han is one of those cards that as soon as he hits the table your opponent is thinking how is he gonna deal with him, and for good reason. He is the bane of all those units that like to stay at home out of the way of trouble but everyone knows that Han has a habit of finding trouble. With the effective ability to damage or kill a unit before its even had time to assign as a defender, strike those units that are been held in reserve and dump a tactic token on units that maybe to large to shoot down this mans reputation is well deserved. As far as I can see the man has only a slight flaw in that he's not the beefiest of characters and can be killed easily if your not careful, so investing in teaming him up with some characters with either protect or shielding is always advised.<br />
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Now we're going to look how this objective set can enhance the other two factions that can be currently built.<br />
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<span style='font-size: 18px;'><strong class='bbc'>Jedi</strong></span><br />
Now Han loves reigning terror on your opponents units but its a lonely job and loves nothing better than bringing his old friend <a href="/index.php/starwars/star-wars-card-spoilers/_/core/luke-skywalker-core-1-2" rel="sw/ffg_luke-skywalker-core-1-2.png|CARD">Luke Skywalker</a> (Core 1-2) to the party. When these guys hit the table together there is no rock that the enemy can hide under that saber or blaster won't find. The other useful card in this set for ultimate wrecking power is <a href="/index.php/starwars/star-wars-card-spoilers/_/core/trust-your-feelings-core-1-5" rel="sw/ffg_trust-your-feelings-core-1-5.png|CARD">Trust Your Feelings</a> (Core 1-5). This can turn Han from a annoyance to a terror instantly.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-secret-of-yavin-4-core-5-1" rel="sw/ffg_the-secret-of-yavin-4-core-5-1.png|CARD">The Secret of Yavin 4</a> (Core 5-1) brings with it some useful cards to help keeps these tanks on the table. Firstly you get one of my favourite cards Guardian Of Peace. With her combined shielding and protector getting damage or tactics through to other units will take work, which gives the big boys time to wreak havoc. Next we have the loyal <a href="/index.php/starwars/star-wars-card-spoilers/_/core/c-3po-core-5-2" rel="sw/ffg_c-3po-core-5-2.png|CARD">C-3PO</a> (Core 5-2) always eagerly waiting to throw himself in the way of <a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-lightning-core-23-5" rel="sw/ffg_force-lightning-core-23-5.png|CARD">Force Lightning</a> (Core 23-5)'s and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/force-choke-core-19-5" rel="sw/ffg_force-choke-core-19-5.png|CARD">Force Choke</a> (Core 19-5)'s galore. Lastly you have <a href="/index.php/starwars/star-wars-card-spoilers/_/core/lightsaber-deflection-core-5-5" rel="sw/ffg_lightsaber-deflection-core-5-5.png|CARD">Lightsaber Deflection</a> (Core 5-5) that helps keep the damage off your guys and adds piles the misery on theirs.<br />
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<a href="/index.php/starwars/star-wars-card-spoilers/_/core/last-minute-rescue-core-6-1" rel="sw/ffg_last-minute-rescue-core-6-1.png|CARD">Last Minute Rescue</a> (Core 6-1) brings some interesting cards that can enhance the objective set. First the objective itself and <a href="/index.php/starwars/star-wars-card-spoilers/_/core/corellian-engineer-core-6-3" rel="sw/ffg_corellian-engineer-core-6-3.png|CARD">Corellian Engineer</a> (Core 6-3) helps keep the theme up by keeping your tanks alive and doing what they do best. Next we have <a href="/index.php/starwars/star-wars-card-spoilers/_/core/emergency-repair-core-6-5" rel="sw/ffg_emergency-repair-core-6-5.png|CARD">Emergency Repair</a> (Core 6-5) which will quite nicely take all those pesky damage tokens off of Questionable Contacts ready to be used again. Lastly we have <a href="/index.php/starwars/star-wars-card-spoilers/_/core/redemption-core-6-2" rel="sw/ffg_redemption-core-6-2.png|CARD">Redemption</a> (Core 6-2) so if heaven forbid one of your guys manage to be taken out of action, after a little R&R in your hand they're back to wrecking your opponents face again.<br />
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<br />
<span style='font-size: 18px;'><strong class='bbc'>Rebel Alliance</strong></span><br />
<div style="float:right; padding:10px"><a href='http://www.cardgamedb.com/forums/uploads/sw/med_admiral-ackbar-core-12-2.jpg' rel='lightbox' ><img src='http://www.cardgamedb.com/forums/uploads/sw/tn_admiral-ackbar-core-12-2.jpg' /></a></div><a href="/index.php/starwars/star-wars-card-spoilers/_/core/draw-their-fire-core-12-1" rel="sw/ffg_draw-their-fire-core-12-1.png|CARD">Draw Their Fire</a> (Core 12-1) brings with it <a href="/index.php/starwars/star-wars-card-spoilers/_/core/admiral-ackbar-core-12-2" rel="sw/ffg_admiral-ackbar-core-12-2.png|CARD">Admiral Ackbar</a> (Core 12-2) who loves nothing more to jump down and help Han out to blow enemy units away before the opponent even gets chance to blink. <a href="/index.php/starwars/star-wars-card-spoilers/_/core/fleet-command-center-core-12-5" rel="sw/ffg_fleet-command-center-core-12-5.png|CARD">Fleet Command Center</a> (Core 12-5) brings a helpful amount of resources and also as with a with the Jedi a way of handing shielding out to protect those powerful units.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/fleeing-the-empire-core-10-1" rel="sw/ffg_fleeing-the-empire-core-10-1.png|CARD">Fleeing the Empire</a> (Core 10-1) is another objective that is good at keep your key units alive (are we seeing a theme yet). This set also brings Hans love interest <a href="/index.php/starwars/star-wars-card-spoilers/_/core/leia-organa-core-10-2" rel="sw/ffg_leia-organa-core-10-2.png|CARD">Leia Organa</a> (Core 10-2) who can when she leaves play lets heavy hitters swing again.<br />
<br />
<a href="/index.php/starwars/star-wars-card-spoilers/_/core/mission-briefing-core-9-1" rel="sw/ffg_mission-briefing-core-9-1.png|CARD">Mission Briefing</a> (Core 9-1) brings a nice card amount of card draw from the objective and best of all the feared <a href="/index.php/starwars/star-wars-card-spoilers/_/core/heavy-blaster-emplacement-core-9-5" rel="sw/ffg_heavy-blaster-emplacement-core-9-5.png|CARD">Heavy Blaster Emplacement</a> (Core 9-5) and its best friend <a href="/index.php/starwars/star-wars-card-spoilers/_/core/battlefield-engineers-core-9-3" rel="sw/ffg_battlefield-engineers-core-9-3.png|CARD">Battlefield Engineers</a> (Core 9-3). These things can really help capitalise on the mass damage that the other units are throwing out.<br />
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Hopefully these insights can help you blend a deck together that can let you use this awesome objective set and all it brings with it.<br />
<br />
Well that brings us to the end of your first instalment of Han shot first! Hope you enjoyed it and join me next time round when we look at the darker side of the criminal element of the Star Wars universe. The Scum and villainy…]]></description>
		<pubDate>Thu, 28 Mar 2013 05:34:14 +0000</pubDate>
		<guid isPermaLink="false">cb8acb1dc9821bf74e6ca9068032d623</guid>
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	<item>
		<title>Star Wars oSet Review - Heart of the Empire</title>
		<link>http://www.cardgamedb.com/index.php/index.html/_/star-wars/star-wars-oset-review-heart-of-the-empire-r526</link>
		<description><![CDATA[Welcome to the first Star Wars LCG Objective Set Review! We'll be doing things alittle differently in these, focusing on one or two Objective Sets at a time. This week we start out with <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-heart-of-the-empire-core-22-1" rel="sw/ffg_the-heart-of-the-empire-core-22-1.png|CARD">The Heart of the Empire</a> (Core 22-1) to get our feet wet and in the coming weeks we'll be covering the first Force pack.<br />
<br />
Heart of the Empire is a unique set, which is why we chose to go with it first. Our reviewers gave it a mid to low score, but most thought it deserved to have an eye kept on it as it has some potential.<br />
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<br />
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<p class='bbc_center'><a href='http://www.cardgamedb.com/index.php/starwars/star-wars-card-spoilers/_/core/the-heart-of-the-empire-core-22-1' class='bbc_url' title=''><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_the-heart-of-the-empire-core-22-1.png' alt='Posted Image' class='bbc_img' /></a></p>
<p class='bbc_center'><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_coruscant-defense-fleet-core-22-2.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_force-stasis-core-22-5.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_kuati-security-team-core-22-3.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_sith-library-core-22-4.png' alt='Posted Image' class='bbc_img' /></span><span rel='lightbox'><img src='http://www.cardgamedb.com/forums/uploads/sw/ffg_there-is-no-escape-core-22-6.png' alt='Posted Image' class='bbc_img' /></span></p>
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<p class='citation'>Ketricel said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Heart of the Empire: 2/5</strong><br />
In a vacuum this objective is actually very good. It is the only objective currently to provide 3 resources which is a huge advantage to have. What hurts this objective is that one pesky line of text that says "if this objective is destroyed you lose the game". Without that line this would be an auto include in most decks, with the line of text it becomes more of a liability and an objective you may run one of. If the dark side had access to an objective like The Secret of Yavin 4 it may not be such an issue but as it stands you just cannot reliably run multiple copies of this objective.<br />
<br />
<strong class='bbc'>Coruscant Defense Fleet: 2/5</strong><br />
This is one of those cards that could be amazing if you build a deck with 10 Coruscant based objectives; but with each objective that you run that isn't Coruscant the worse this card becomes. The fact that this unit has five unit damage that is edge dependent is a blessing and a curse; on one hand you can destroy any one unit if you win the edge battle, but you HAVE to win the edge battle otherwise this unit just turns into a giant meat shield.<br />
<br />
<strong class='bbc'>Force Stasis: 4/5</strong><br />
This is one of my favorite cards and one that I put on par with Jedi Mind Trick; and heaven forbid even better. The drawback to only being able to be used against characters will sometimes backfire against you, but it keeps the card in balance and shouldn't be an issue. The main reason I feel that this is better than other similar effects is that it completely negates the targeted character as opposed to putting focus tokens on that unit which can be removed.<br />
<br />
<strong class='bbc'>Kuati Security Team: 1/5</strong><br />
Cannon fodder pure and simple. A great card to pitch for an extra draw at the start of your turn or to bluff with in an edge battle. These guys may not be winning you games but at least they serve some purpose.<br />
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<strong class='bbc'>Sith Library: 3/5</strong><br />
It's a resource and its good. You will always be able to use cards such as this. While it may not be the most exciting card it is an essential part of any deck.<br />
<br />
<strong class='bbc'>There Is No Escape: ?/5</strong><br />
I am having a very hard time pinning down a rating for this card. I feel deep down like it should be good and that it has a place somewhere in a deck. At the same time nearly every opportunity I have had to play the card has ended in me losing the game in the end because I was already so far behind that when this card was useful it was already too late. Having to commit 4 resources on your own turn just seems really steep, and leaving 4 resources up on your opponents turn almost never happens. Having it cost any less or not effect your units however would be bad because it would be way too favorable to play for the dark side. Currently I think this card is unplayable, but given more cards and different strategies in the future it could become a staple card.<br />
<br />
<strong class='bbc'>Overall: 2/5</strong><br />
This pod is very well balanced, offering some heavy hitters but having some rather harsh downsides. Stasis Field is the most powerful card in the pod currently, but with a few additions to the overall card pool I think this pod could be a solid choice. Sadly as it stands this is just too risky to run reliably.</div></div>
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<p class='citation'>Nate said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Heart of the Empire: 3/5</strong><br />
This card has let me drop more first turn Vaders and Emperors than I can remember and lets face it if you can effectively control the board from turn one, then the disadvantage of the objective is negligible  However not being able to see if you have these board controlling tanks before you choose your objectives means your taking a crap shoot every time you pick this as one of your three starting objectives. The silver lining is replacing a destroyed objective with this card is usually money, as the LS player usually has to deal 15 points of blaster damage to win the game anyway so its disadvantage becomes negligible again.<br />
<br />
<strong class='bbc'>Coruscant Defense Fleet: 1/5</strong><br />
Now I love me a big ship as much as the next man but man is this card restrictive for its cost. So for five resources you get a 5 HP ship, so far so good, with shielding, always welcome, with protector Coruscant, Ok I love protector but this protector is so narrow its hardly worth the ink and then it gets worse. Now five unit damage is enough to kill anything in the game currently printed but all those white icons leave me feeling that more often than not this card is going to be a really expensive speed bump. Then to top it all of when you would generally have the advantage for the edge battle, when attacking, this thing can't participate.<br />
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<strong class='bbc'>Force Stasis</strong><strong class='bbc'>: 4/5</strong><br />
This thing nearly got 5/5 only slightly marked down due to the targeting restrictions (damn you pesky vehicles). Now most people would overlook this card figuring focus token could do just the same thing without costing a card in deck construction and a resource. However when faced with a Luke Skywalker with a Trust your feelings force stasis starts to look really appealing and even better if you have an Emperors Web and Darth Vader terrorising the battlefield.<br />
<br />
<strong class='bbc'>Kuati Security Team 3/5</strong><br />
Can't really complain about this guy, he's just a solid no frills two drop with 2 HP one unit damage and one edge dependent blaster damage. One small thing to notice is that he isn't Sith affiliated so when those moments arise when you have spent resources not quite correctly in a high pressure match, these guys can be paid for with any resource.<br />
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<strong class='bbc'>Sith Library: 3/5</strong><br />
It boring, its necessary its pretty much gonna be in every deck out there.<br />
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<strong class='bbc'>There is No Escape: 4/5</strong><br />
This card really does frustrate me.<br />
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You know its powerful, its an effective board wipe it has to be powerful. But due to the cost and timing restrictions on when it can be played leaves players uncertain at when is best to play it or even hold onto it at the start of a draw phase. But think of it it this way if you and your opponent are effectively on equal footing for board position and due to the way that the draw mechanic works in this game, a reset will always favor the player that has the clock on his side (in this case the death star dial).<br />
<br />
<strong class='bbc'>Overall 3/5</strong><br />
The objective has some really useful tools in it that I feel outweighs the chud it has to carry and the objective is sometimes worth the gamble to gain an early board advantage.</div></div>
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<p class='citation'>Skelton said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Heart of the Empire: 3/5</strong><br />
Unusual in the fact that it allows the light side player another available win condition, this card is pretty unique.<br />
<br />
Firstly, let's look at the objective itself. 3 resources,10 damage capacity and no ability whatsoever. Having a potential 3 resources available is quite potent compared to the other objectives. Combined with any cards that allow you to remove extra focus tokens this card this card will become a machine. The 10 damage capacity is massive. No other objective has anything close to that. So, on the surface this card is amazing.However,all is not well with the heart of the empire. Should the light side player manage to topple this gargantuan objective, they win. That's a pretty huge downside to an otherwise amazing card.<br />
<br />
<strong class='bbc'>Coruscant Defense Fleet: 3/5</strong><br />
For a mere 5 resources you get a 5damage capacity, vehicular unit. Not only that but it has shielding and the ability to protect any Coruscant card...including the cards own objective.The icing on the cake is that if you manage to win an edge battle with this unit participating you will be able to deal 5 damage to any participating unit. That's enough to make Obi-wan,Yoda and Luke go running for the hills. The only downside is that it can't attack. Personally I don't think of that as a huge flaw.<br />
<br />
<strong class='bbc'>Force Stasis: 4/5</strong> A reasonably powerful card that can ruin your opponents plans for the turn. Cheap and very dirty. Just how it should be.<br />
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<strong class='bbc'>Kuati Security Team: 3/5</strong><br />
A rather uninspiring card truth be told. Its solid enough though for its cost.<br />
<br />
<strong class='bbc'>Sith Library: 4/5</strong><br />
Another very standard card that simply does what it was intended. Needless to say, this will always have a slot somewhere.<br />
<br />
<strong class='bbc'>There Is No Escape: 4/5</strong><br />
Not strictly true as a number of cards available will counter this. But still, if not countered this can devastate your opponent.<br />
<br />
<strong class='bbc'>Overall: 3/5</strong><br />
So. A number of very solid cards are to be found within this pod. Which begs the question...is this pod worth using?<br />
I would personally say yes. Not only does it allow for some amazing resources, it has some solid cards associated with it.<br />
I'd be curious to hear what you guys think.</div></div>
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<p class='citation'>TinyGrimes said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>Heart of the Empire: 3/5</strong><br />
With the tournament rules, the lightside would be fairly foolish to go after this objective unless if can be certain that it will be able to knock it out. If it fails, then the darkside player has a nearly automatic win if they split games. While having 3 resources is great, I would much rather take 1 resource and useful text. By paying 3 you are simply paying later for what you gain now. There is not much advantage in having the 3. In fact, I've seen someone focusing all 3 to rush out a Palpatine blow up in their face many times. Essentially, the best part of this objective is luring the light side to actually try to knock it out. Now if I was playing against Rebels I might be a bit more tentative to use it. Finally, if you only include one in your deck, you will never be forced to use it.<br />
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<strong class='bbc'>Coruscant Defense Fleet: 2.5/5</strong><br />
It's a solid but not great card. It's wonderful for baiting the light side into attacking Heart of the Empire and then just eating all of the damage with this ship and then dropping another copy. However, most good light side players are unlikely to fall for this trick.<br />
<br />
<strong class='bbc'>Force Stasis</strong><strong class='bbc'>: 5/5</strong><br />
This card is the main reason I'm tempted to run this pod along with the very dicey reset. It is simply phenomenal. Locking down big units for a turn is always amazing.<br />
<br />
<strong class='bbc'>Kuati Security Team: 1/5</strong><br />
Terrible at 2 cost. However, when playing against emplacements, someone has to soak up the damage. Also, you need something to discard every turn 1 to draw those Vaders and Palpy's. He makes your decision much easier.<br />
<br />
<strong class='bbc'>Sith Library: 4/5</strong><br />
Resources are clutch. Any pod with a resource gets a bump up in my book.<br />
<br />
<strong class='bbc'>There Is No Escape: 2/5</strong><br />
I don't know what to think about this card. I love that it's a reset. I hate that it costs 4. In my Sith decks I like to put a ton of dudes out with resources on them and this card crushes me. The few times I've actually used it, it has backfired. The problem I've faced is with only 2 big boys in a deck in Vader and Emperor, a Jedi deck running 4 is more likely to draw back into a big bopper. Additionally, being able to draw 6 every turn fixes a reset. You cannot wait until you have hand advantage and then play it. Essentially, it has to be played at the perfect time and you need a bit of lucky to make it work.<br />
<br />
<strong class='bbc'>Overall: 2/5</strong><br />
If this pod was not Sith affiliation only I would give it a 3 or 3.5. However, that limitation is huge because for me it means I cannot play it in my Sith control deck. I choose to run the Imperial affiliation card and use Motti for the resources. However, in the new meta perhaps I will find a place for this objective. Like I said above it can be great for luring the LS player into a scenario in which they destroy 0 objectives.</div></div>
<br />
<p class='citation'>Toqtamish said:</p><div class="blockquote"><div class='quote'>
<strong class='bbc'>The Heart of the Empire: 2/5</strong><br />
The fact that it gives you 3 resources is this objectives one upside. That can certainly make it easier for the Sith to play some of their cards as the Sith tends to have expensive characters like Vader and Palpatine. Of course like any other multiple resource generating objective it would then be locked down for 3 turns, leaving you with as few as 3 resources left for the next few turns.<br />
<br />
<strong class='bbc'>Coruscant Defense Fleet: 2/5</strong><br />
Essentially this card adds 5 damage capacity to the Heart of the Empire objective set, assuming you have it in play. It is a good defensive card but every single icon is edge dependent. So most likely it will be used to soak up damage and not in any kind of a more meaningful way. But if defending Heart of the Empire you are likely going to be trying to win the edge battle anyway and if you do this card can shoot down anything that the LS sent against you.<br />
<br />
<strong class='bbc'>Force Stasis: 4/5</strong><br />
For a cost of only one, possibly zero with the right Sith objective out, <a href="/index.php/starwars/star-wars-card-spoilers/_/core/the-emperors-web-core-23-1" rel="sw/ffg_the-emperors-web-core-23-1.png|CARD">The Emperor's Web</a> (Core 23-1). this card can help you control your opponent. It would also allow you to trigger Vader's ability on your opponents turn allowing you more control as you shutdown their fattie like Obi Wan or Luke and then kill one of their weenies or maybe even Yoda. The fact that it is limited to only Characters and Creatures keeps this card from being a 5. I hope to see this one down the road in other Sith objective sets.<br />
<br />
<strong class='bbc'>Kuati Security Team: 1/5</strong><br />
2 health is good for helping to soak up damage but considering his uninspiring icons and lack of ability still feels too expensive at 2 cost. Meat shield.<br />
<br />
<strong class='bbc'>Sith Library: 3/5</strong><br />
Resources are necessary to help you get your units out. Perfectly useful card nothing fancy.<br />
<br />
<strong class='bbc'>There Is No Escape: 2/5</strong><br />
Resets in card games tend to be powerful tools. However this one I find very hard to like or use. It is the reason that I experimented with this Objective set. The problem is you want to use it on your opponents turn meaning you need to have 4 resources ready on their turn during their Force Struggle phase. Not something that is likely or easy to do. That is the best point to play it however as then on your turn you play some units and then you have free reign on their objectives. Since you have free reign it can then be very easy to over extend yourself and if you do not destroy enough objectives to push the dial to 12 your LS opponent will very likely end up with the same advantage. I think resets are good and a necessary thing in card games but I just don't think this card is very efficient. It requires very careful usage and timing to make sure you end up with the advantage.<br />
<br />
My other issue with this overall objective set is the advantage it can give to the LS. Creating an extra win condition that can be dealt with easier creates an advantage to the LS that I don't feel is made up for with the DS using this set. Now that being said it will also very likely make it easier for you to know where the LS player will be attacking, assuming they take the bait.<br />
<strong class='bbc'>Overall: 2/5</strong></div></div>]]></description>
		<pubDate>Sun, 24 Mar 2013 20:28:43 +0000</pubDate>
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