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Thoughts About the Legends Cycle - Report Playtesting Feedback Here

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#21
LukeFossile

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After some playtest - here's some feedback:

 

L03 - Bargaining for profit - maybe should be limited (2 / 3 per turn) or something else.

 

L12 - Borsk fey - too OP if can be triggered even if you don't have another unique unit or if you have a useless one (4 tactics each turn are insane)...

 

L15 - Private research Facility - maybe only Trooper or focus this enhancement to have one of your unit...

 

L16 - 8t88 - adding once per turn.

       - Intercepted transmission - should be only on your turn.

       - Decrypting station - should be 2 bottom card or have some other downgrade.

 

L22 - Conceiling Heritage - should be more limited.

       - Jedi reflexes - should be after you lose an edge battle.

 

L24 - too OP with dagobah creatures pod combo...

       - Sturm und Drang - maybe 1 additional gun vs force committed unit instead of double damage.

       - Ysalamiri - should be 0 Force pip to be coherent and/or cost 2.

 

L27 - Inertial Dampeners - should be enhance 1 of your Vehicle.

 

L29 - Bel Iblis - should be only on your opponent's Turn or have less icon or pip.

 

Hope it may help.


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#22
sdrewthomson

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While you guys are at it, be sure to go over each card very carefully to check for spelling and phrasing mistakes. I don't have the cards in front of me to give you examples, but I remember seeing several mistakes that got through. 



#23
dbmeboy

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While you guys are at it, be sure to go over each card very carefully to check for spelling and phrasing mistakes. I don't have the cards in front of me to give you examples, but I remember seeing several mistakes that got through. 

Definitely worth pointing out if you see anything.  I'll also do a pass through at the end once we have the "final" versions.  My experience suggests that spending too much time on such things while testing distracts from the actual goal of testing for balance.  Especially if the mistake you spot ends up in wording that gets changed for a different (ie balance) reason anyways.


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#24
CoDameron

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After some playtest - here's some feedback:

 

L03 - Bargaining for profit - maybe should be limited (2 / 3 per turn) or something else.

 

L12 - Borsk fey - too OP if can be triggered even if you don't have another unique unit or if you have a useless one (4 tactics each turn are insane)...

 

L15 - Private research Facility - maybe only Trooper or focus this enhancement to have one of your unit...

 

L16 - 8t88 - adding once per turn.

       - Intercepted transmission - should be only on your turn.

       - Decrypting station - should be 2 bottom card or have some other downgrade.

 

L22 - Conceiling Heritage - should be more limited.

       - Jedi reflexes - should be after you lose an edge battle.

 

L24 - too OP with dagobah creatures pod combo...

       - Sturm und Drang - maybe 1 additional gun vs force committed unit instead of double damage.

       - Ysalamiri - should be 0 Force pip to be coherent and/or cost 2.

 

L27 - Inertial Dampeners - should be enhance 1 of your Vehicle.

 

L29 - Bel Iblis - should be only on your opponent's Turn or have less icon or pip.

 

Hope it may help.

 

 

Okay, I want to thank you, because I can tell that you went through some serious thought about where these cards are strong and can be improved. This is arguably the best pinpoint review of cards I've received since early, early playtesting. I would like to respond to your comments in kind:

 

Bargaining for Profit: One large goal of this cycle was to use the phrase "limit once per ____" as infrequently as possible. Bargaining went through a number of revisions, and I think that the one which got printed was slightly less optimized than our "final" version. The intended effect is that it is only usable when the DS has more AVAILABLE resources than you (like if they float lightning). As printed, it only works as a comeback mechanic and although it works in both form and function, it isn't perfect. My suggestion (if it needs to change at all) is the above. 

 

Borsk: He's strong and 4 tactics is good. He's meant to be that good. However, if you put him on the board you'll find out that he can't carry the game on his own. Further, his pod is expensive and hard to include as a 2x. Have you put him on the table and actually found him to be oppressive yet? You may find that he doesn't come with any unit-killing tools, just some bombs and lots of tricks. He's often amazing early game and decent mid/late game.

 

Private research faculty: Hey! you found one! one of the cards that is REALLY strong. like really strong. This was discussed in testing and this is, in fact, the design intent. This is meant to give trooper and navy decks some real unique oomph that other decks can't match. Also, part of the design is that you won't find this resource every game, and your "commit auras" should feel different in the early-mid games. Yeah, it's strong, and might deserve a cost of some sort, but I think that the pod lacking a main is enough of a cost to justify it. 

 

8t88: He's inconsistent and definitely doesn't need to say once per turn. His icons are good though. His objective is the one that needs to say once per turn, but that was vetoed by the "no limit" philosophy. That objective is the place I would break in revisions. 

 

Intercepted Transmission - This is balanced by letting the LS player choose and there being no hand-peek. You never steal more than 1 dot, unless you aim for bamboozles. LS players should be wary of holding that last card anyway these days. This card is fine. 

 

Decrypting Station: This card is good, but costs you the money. Lots of discussions were had about this pod, in how it lets you capture a ton more than usual, but provided very little hand bonus for it. (all the cards have a cost for not much combat gain). This could use a revision, but not in the "Take off the bottom". If anything, it needs to be less efficient at capturing (possibly double focus). Sidenote: if 8t88 was a worse main, I would argue that this card was fine. Also, hey, it can't pay for a headhunter.

 

Concealed Heritage - This card needs more discussion than I want to put here. I am holding firm that it is strong but fine. See my comment above. 

 

The Yellow Creature pod - This comment tells me that you probably haven't built the deck and put it on the table yet. This pod is really a bunch of extremes on its own. Its mains cost too much to have 1 dot and no bombs and there are no bombs in the pod. Putting this in a mono yellow deck makes the cost curve very high. Then, adding this into a spiders deck means you have to add at least one yoda for the Dagobah trait, and then hey, you have half a deck with maybe 2 bombs in it. The best way to use this pod with Spiders is with 2 Beezer and maybe 1 Han. Then Beezer gets to strike with all the double taps and gain a ton of bombs and be protected from all sides. It's a crazy combo deck that I use IRL without this creature pod. Trust me, this pod is balanced and almost bad by virtue of having no aggressive powers whatsoever. Ysalimiri is a good card, but that's why its in this pod with no good LS units and in the DS pod with no actual units. If they enter the meta legitimately, it forces players to find force dots via other means (which is kind of the point). Dropping them to 0 dots is nice for theme but makes them actually trash. 

 

Inertial Dampeners - This is why I KNOW you put time and effort into these cards and want them to be good. This is an honest typo on our part. It should say friendly, but actually, it's not broken as written. It has kind of been my litmus test for who is actually looking at these cards, and hey you passed. Card should change, but as printed, it's definitely not as bad as the Hawk Tattoo fiasco. 

 

Bel Ilbis: Taking force on DS turn is hard and it should be. Bel Ilbis's job is to hold force on both sides and try to get the DS to attack. He is in a rebel only pod to both deter Yoda synergy and to prevent drawing 7. I don't think you've actually put him on the table yet, because if you had, you would both not be complaining about him, but absolutely be complaining about how busted Reserve Forces (his event) is. Also, Local support is a much bigger liability in practice than in theory. 



#25
LukeFossile

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Bargaing for profit: Yeah, but it also can really make the LS "last turn" into an 8/10 edge cards in hand if played tactically...

 

Borsk: I've played it and he's a beast, he actually can recover an almost lost game...and that's why i actually don't like him particularly on the table: he's stronger than most of the LS main characters.

 

Private research faculty: The entire pod isn't that bad. 

 

8t88: He's not inconsistent with all the capture power Scum has gained in last expansions (including this one - his pod has a great capture card).

 

Intercepted transmission: It is balanced if you don't have other capture's triggering ability such as your "pursuing the bounty" objective - with all these cards that allow you to easy capture a card in opponent's turn you actually play with a 8 reserve value with this obj.

 

Decrypting station: Like now it is one of the strongest enhancement Capture-Scum has. 
I will be fine with 2 focus tokens on it.

 

Yellow creature pod: Yeah, but in any case you can't have a single 1 cost event (Life Creates It) put into play 5 or 6 units + some ysalamiri (yeah they are a "creature" enhancement...) in mid game.

 

Inertial Dampeners: If it was designed to do exactlly that effect then it should be: enhance a damaged vehicle and/or [limit once per turn]. At the moment it can totally take down a 5 cost vehicle unit each fight...

 

Bel Iblis: I didn't have great opportunities to see how his event works, but Iblis should be limited in some ways - dealing 3 damages (if you can take the Force and mantain it on DS) each "total" turn it's unfair, you don't have even to attack to win. With Yoda he simply will gain the "remove 1 focus" affiliation card...

 

In my opinion they are not "broken" cards for the meta game, but sure they will prove to be unbalanced with a non competitive (for fun) game.



#26
Rio

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8t88 is not "inconsistent" at all. He is insanely good

#27
StarWarsLCGCouncil

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Thank you all for the feedback.  The Council is taking it into consideration.  Please continue to test the cards as printed and post thoughts here. 



#28
PaybackJack

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Before I give my thoughts I'll give my background as a player. For the lifespan of the game I ran small tournaments here in Taiwan, Store Championships always less than 8 players. For the majority of the game we had a regular group of 4 that met weekly to play and kept up with the meta as was reported from around the world. I attended a few tournaments in Singapore (Regional type stuff) and came in middle of the pack. So I would describe myself as semi-competitive but because the other players in my group were mostly casual that's what I'll focus on for the purposes of this review(since that's who I'm speaking for as we're looking at getting these cards printed locally). As a Star Wars fan, I would probably say I'm more a fan of this game and the Decipher game than the actual franchise. While I do have a Star Wars poster, I only grabbed it because it looks like it was an actual vintage poster from the 80s and not because I am heavily invested in the franchise(always been more of a Star Trek guy tbh). I jumped off the movie wagon with Solo, have seen Rebels but not Clone Wars or Resistance. Basically, I'm mostly indifferent to whatever characters and events are represented in the art and theme. Now onto the review:

 

I remember seeing this fan expansion sometime back, feels like a year or more, and to be honest I didn't give it a second look. The art choices were poor, too much emphasis was placed on extended universe theme, and mechanically most of the sets didn't really do much other than 'more of the same'.  While each cycle of the 'official' game focused on a different design space, this fan-made expansion seemed to just be focused on shoving cards out the door with whatever EE character the creator(s) liked. Now with the game *dead* and this being the seemingly first official release of the player-led continuation...well my hopes were a little tempered.

Let's get into the cards:

Legends Emerge - Not much to say here, a boring 5/2 Jedi objective. I hated these objectives before and they aren't any better now. While they started off as a kind of interesting choice in the early days; resources as enhancements became much more common and it just feels like this type of design should have been left behind.
Kyle Katarn - 4 cost for a non-elite Jedi with a marginal ability seems bad. One of our players loves Kyle so he was happy to see him back thematically. Give him edge 1 so at least you can try to leverage his current ability a little more.
Sulon Sympathizer - Wasn't good when it came out, still not good. I get the idea that you can use the objective to drop this guy and Kyle then you won't lose resources but you're going to probably pass on the 5/2 most games so the 2 cost of this guy becomes a problem for everyone but Yoda.
The Way of the Jedi & Qu Rahn's Lightsaber - If you put two enhancements in a pod they better both be awesome and I can't really say these deliver on that front. Unit specific gear was another design decision that I was glad to see them move away from; now in this case the Lightsaber has 4 potential targets for both effects which is better than most but still...not great.
The Way of the Jedi is inconsistent, either you manage to land it on a really strong guy and then take that guy out or it's going to be a deal card in your hand. The cost is a real problem as well but I can understand why that's there because best case scenario you swing a 4 cost unit to your side. This is why I don't really like designing cards around a plot theme because not only are they hard to balance and highly situational but you end up getting caught in a trap of wanting to do something that isn't really supported well by the game mechanics.

Temptation - 2 resources and an additional focus token on my character for targeted strike is far too expensive.
Overall - This set takes too much effort trying to cram theme into the design. The potential combo of Kyle+Way+Temptation is a 3 card combo that is going to depend heavily on your opponent's faction/units but more importantly isn't focused on winning the game other than messing with their board state. 2nd the ability to synergize with other pods beyond the Kyle/Qu Rahn ones just isn't there. One garbage unit and one expensive unit that requires another card to be good bad too.
1/5


The Power of the Valley - An objective that is arguably better than MTFBWY even as a one-off is a dangerous game to play.
Trapped Spirit is probably a little too strong, one ability or the other would probably be fine with the black tactics icon.
Nexus of Power could use some kind of other ability as well, maybe something simple like +1/2 damage capacity.

My Ally is the Force - Interesting combo with the Spirits but this is a bomb that didn't see a lot of use before and probably still won't here.
Overall: I loved the design of defensive Jedi decks that started coming out with the Jedi version of Leia and this would slot in well there. I never like seeing the same card twice in the same set in Star Wars pods, it really defeats the purpose of having the pods but in a 1-off set I can accept it. The two enhancements here are overkill and I'd probably rather see one of them swapped for a more interesting card, Echoes or Seeds would work well here.
3/5

Venerating Lady Vader - Solid, I like the design of having objectives that can be turned off as the LS and this feels pretty fair.
Khaharahk - I like this guy. Black stars are always nice to see in Jedi and being able to swing for maybe 3 total is pretty strong.
Noghri Commando - Not bad, but not super exciting either. I guess my main complaint is that it just feels like this guy is here for thematic reasons and not mechanical ones as he doesn't really play into anything else in the pod.
Free From Slavery & Uncertain Loyalties - 2 Enhancements again? Free From Slavery is another card that if it isn't going to chance the board state is dead and as such needs more force icons to balance against that(I'd go for 3 given the other stuff in the pod). Uncertain Loyalties is in the same spot, when it's dead: it's really dead but when it's good that 1 cost is a pittance. I'd drop Uncertain in favor of another Commando or a decent fate card like Target of Op; Uncertain just doesn't have any reason to be here other than presumably some story connection. 
Subtle Sabotage: This is a nice card. No cost for a fairly minor effect and has 2 force pips for when there aren't any shields to move. Does feel like maybe it would be a little more fair if it only targeted your units or your enemy ones though.
3/5

Concealed Heritage - Starting the game with an enhancement seems quite good particularly with the enhancement in the last set but I'm not going to complain about that because at this point with these pods I'll take all the synergy I can get. Ok, that's a lie this is probably way too good. Even just guaranteeing a 1/1 enhancement would be strong. Limiting it to just pilots is probably fair. 
Corran Horn - I like the design of having him not just be a pilot with an average stat line. Maybe a little strong but no elite on his base form...ok. I'm into it.
Rogue Nine - Seems fine. Combos well with Corran Horn which it should. Jedi pilots probably need more help than just this set but this is a good brick in that foundation.
Corran's Lightsaber & His Father's Message - Doubling up on enhancements again? I could probably live with some of these if they had resources on them but since they don't I'm going to judge them harshly. The lightsaber is pretty much like every other bad lightsaber or unique weapon, it's a bad enhancement that is, in this case, marginally better on the named unit; at least it's got 2 force pips. His Father's Message is sort of a resource for other enhancements while also potentially giving Horn even more edge. It's just overkill.
Jedi Reflexes - 1 cost for a strike immediately card, out of Jedi, has some serious implications. Could be too strong but the set itself feels balanced overall.
Overall: I like the idea of trying to make a pod that works both with pilots or as a standalone but in doing so it feels like it might be enable too many other things. I'm not opposed to power creep and if this makes things like Trench Run and The New Order more playable then I'm in.
4/5

The Future of the Jedi - I like this. Getting to recycle those Yodas and Obi-wan's back into the deck is worth focusing for. Making it Jedi only ensures you probably won't be seeing the Falcon as a 2/of just to help cheat in those big names either. Good stuff.
Promising Student - Very cool idea, and feels quite fair. I really like the design and if I were designing a cycle, the idea of having something leave to make something enter and vice versa would be a fun mechanic to design around.
The Jedi Praxeum - Expensive but fair. I don't think there are any way to cheat tokens off this out of Jedi but I'd have to go pour through every card, however restricting the reaction to just during the refresh phase would prevent abuse against that in the future.
The New Order - You probably thought I was going to complain about 2 enhancements again but in this case we finally got it right. One is a resource and the other is a card with a very interesting design; not just that but the kind of design that you build around and that's good! When I looked through all these cards, this card stuck out to me as the most interesting one over all. There is some potential for abuse with low cost Jedi in the future but with only Sarenda now; it's ok. Love this, can't say enough good things about it.
Twist of Fate - The icing on what was already my favorite set in the expansion. Twist is just...maybe too good here.
Overall - As mentioned I love the defensive Jedi deck, this gives that deck another, unique, win condition. Resources with a strong benefit. A fun little unit that has a very powerful yet fair ability. And the best fate card in the game. It's...just...so beautiful.
6/5

Next post: Navy stuff.


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#29
CoDameron

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Payback Jack, 

 

This review is honest, thorough, and tough. You're looking at not only the cards that are too good, but the pods and cards that aren't quite there and why some of them suck. I won't say where, but I totally agree with you on some points, and not on others (for good and for bad). I also note how for the most part, you're judging these pods on what they ARE and not what they COULD BE - thank you for this. 

 

I love seeing how people value different pods with different scales. You're definitely right that all of these pods aren't winners and there was more room for mechanics over theme in the design space - This was part of the decision making for these cards. They were designed when the game needed more consistency and "core" pods to push along some of the weaker mechanics. Comparing them to modern pods makes them look a little silly sometimes. 

 

I can't wait to hear what you have to say about the other factions. PM me if you want to talk more in depth about the design of any particular pod



#30
PaybackJack

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Navy review:

Pellaeon's Plan - The ability here is fine. Comparing it to the Scum objective that can prevent damage to objectives with captured cards it feels pretty balanced; can't protect other objectives, doesn't have a trigger condition, but is also in Navy which can run Yularen and R&R so that 4 DC is a good choice. However it's also not proactive and also not a priority target compared to other Navy objectives so it effectively having more long term survive-ability isn't really important.

Captain Gilead Pellaeon - 3 Cost with 2 DC is not great. His ability is very situational but if you can produce shield tokens in a way that doesn't come directly from shielding popping him or more likely someone like Thrawn, into the battle after the edge battle when he's safe from Heats, and/or your opponent shooting first is kind of a neat gimmick.

Tie Defense Wing - Being able to become 2 shields and also having 2 black guns is probably a bit too strong. There's just too much Navy stuff that already is hard to kill, and being able to drop out some extra shields between strikes is really powerful. It's a 1-of in the set but it's also really good. I love seeing useful fighters but this thing is bonkers good.
Engineering Deck - No! So much no!. Moving damage is just a hilariously powerful ability even on a 2 cost enhancement. But when you're also putting it into the faction that has damage removal on objectives and not one, but two, of the most powerful While...undamaged objectives in the game...yeah. No, no, no; bad bad bad. 
Minor Setback - Again; in Sith, in Scum, this card would be fine. In Navy this card is hilariously good. They not only, can spend 1 resource all day long but trying to spread out blast damage against Navy objectives is already a bad idea due to Yularen/Fist and this just punishes that further. Even remove 1 damage from the other objectives would probably be really strong.
Protection - It's a fine card and a good card to slot in for the purposes of enabling Pellaeon, but given everything else in the pod; it's even more damage protection for the faction whose objectives are already the hardest to kill.
Overall - This all just screams unbalanced in the current environment. If you printed it, and immediately put it on a restricted list with the Yularen pod...well then I just don't think it sees that much play. Looking at it another way, there's only one fighter and nothing in the pod specifically does anything with fighters. There's only one officer and he's not really going to be helped by stuff that targets officers. There's a resource but it's a 2 cost so it only sort of slots into some capital ship decks. The only archetype that this deck really fits right into is one that's already very strong. I like the design behind Pellaeon but the enhancement and the event card are out of place with him and the fighter.
1/5

Advanced Designs - Someone looked at Reserve Troopers and decided that they needed to have an objective set that makes their downside irrelevant. I never like objectives that are required to make cards in the set good, particularly when the cards in the set aren't even that great when the combo lands. There just isn't enough use in committing a unit to the force at action speed, outside of the units in this pod or those god awful Reserve Troopers which then completely negates their downside but to a degree that's still less useful than either Sith or Scum could do with far less hassle.

Phase 3 Dark Trooper - If I'm paying 3 for a unit it should at least do *something*. 2 Black guns would still be perfectly fair here because then the card gains versatility between having a 2 gun & edge 2 defender(the balance here being the lack of elite in exchange for the edge 2), or being able to put potentially 3 damage into an enemy objective and versatility is good. Too restricted and in a trooper deck it's very possible that I have 3 units on the force long before I draw one of these guys.
Supply Station - I actually like this card. It slows you down but it provides troopers some much needed focus token removal in games when you don't flip Dark Trooper Project. At 1 cost and requiring being focused itself, it's pretty balanced in the decks it should go in.
Successful Demonstration - This was another neat card. Flipping the force was actually pretty irrelevant I found. Either my opponent was defending against my attacks with whoever they had on the force which meant I could take it back after they were focused, or they weren't and leaving those units open to contest the force meant I probably was going to lose it right back(Yoda & Co.), so I'd recommend the addition of a "skip the force struggle" addition. Drawing up to your reserve value is great for a Trooper deck that tends to drop most of it's hand so getting to knock out an objective and then fill my hand up with cards for an edge defense was not only very welcome but felt very balanced as most trooper themed decks were very weak in edge numbers.

Suppression Tactics - Very powerful for the deck it's in but also provides Troopers some much needed 'tactic'-al support which they needed to handle threats from boards that go both wide and tall.
Overall - I didn't like the "must be committed to the force to be good" gimmick when I first saw Reserve Troopers and requiring a multi card combo to pull off targeted strike shenanigans in troopers is just too much of an investment. Here the gimmick is getting a powerful attack that's probably going to be focused down for a few turns...meh. Give the trooper 2 black guns, and maybe do something different with the objective and I'll be more interested. Half the set is good and half is bad...
2.5/5

Experimental Weaponry - Neat, so my focused down troopers that don't have elite can still contribute 1...some of the time. Honestly, you could lose the damage threshold and this would be fine.
Weapons Developer - An elite trooper with 2 force icons and a white star, that's kind of nifty...wait he's not a trooper? What....He's an engineer...why? Why? WHY? What deck does he go in? Does anything in this game even trigger off engineers? I just...I don't even know sometimes. Please make this guy a trooper so this pod can at least go somewhere with some synergy outside of the "dark trooper" theme.
Phase 3 Dark Trooper Armor - I get it, Dark Troopers have to be on the force but does it also need to cost 3 resources? The 3 force icons is definitely nice but the cost here is just... I know it's Targeted Strike but you're paying so much for something that, in the deck it goes in, is jumping through hoops to do what other things do with far less effort and to greater effect. 3 resources is going to be most of your resources for your and at best you're probably looking at being able to put 4 damage into a unit via t.s. but that's for that turn and then you still need a board to defend with. If you're winning to the point you can drop this thing and still have a good defense then you've probably already won. Requiring the unit to commit to the force is going to almost certainly ensure that the majority of troopers out there aren't going to be available the following turn to swing again because they don't have elite. In a non-trooper deck, maybe officer deck, it's just too slow, there are too many better options.
Private Research Facility - Good! I like this card, 2/1 resource with a passive ability that is something troopers/officers can take advantage of.
Deadly Weaponry - Functionally, it's going to be a Double Strike which never ends up being quite as useful as it feels like it should be in your mind.
Overall - We have a set that feels like it should be right at home in a Trooper deck or an Officer deck, unfortunately the best cards in the set are going to actually be much better out of a capital ship deck. Capital Ships tend to stick around which gives them the board presences to last the two turns you'd need to have a strong defensive line out, in order to make use of the armor. They can also easily afford the Facility and the Weaponry; can you imagine the Chimera with these two cards backing it up? Scary, and not in a good way. Where this deck should be putting in work, it isn't.
2/5

Private Death Commandos - It's ok. This was a gimmick that didn't really work out of scum but had a lot more potential there. Navy has no edge tricks and isn't overflowing with edge so...eh?
Ruhk - He's fine. He's a bit all over the place but cheating him into play to protect Thrawn or another officer is a gimmick that I can get behind since we don't have a clearly defined officer archetype.
Noghri Commando - Not much different here than it was for LS though the targeted strike is probably stronger. It's good for where it should be.
Kidnapping Target - For what it does, it might as well be an event. Either your opponent can prevent it or they can't there's really not going to be a middle ground and since it has a 1 cost you're unlikely to want to throw it out early. I don't hate it but the design is off.
Command Meditation Chamber - 1 for 1 resource with a little extra. Great, I like cards that are flexible into the late game and this is just that.
Target of Op. - A bit of a weaker card in Navy since they typically have no problem with blast damage, and it serves no purpose on defense. It's not out of place in the set though.
Overall - I like focusing on a theme for Navy using the Officers and this is a nice multipurpose set for that. That said though there's nothing here that I'm really excited about either. Nothing feels very good and I'm not running off to build something with this. Could be an interesting foundational set to future pods, but the Noghri theme needs to be expanded a little and see more reciprocation from the Officer side.
2/5
 

The Grand Admiral's Strategy - Very good. It's a 1-off and if you like the 1-off cards creating wild swings in your games then this will certainly be one. Increasing the number of cards a Navy deck can churn through in a given game by 2 a turn is huge.
Ysalamiri - 3 of the same enhancements...really? The character only restriction is not even a huge deal for Capital Ship decks but the bigger issue is that stealing your opponents force cards is only really going to matter if you can get 2 or more of them against a lot of decks. At least it's 2 edge fodder.
Cultural Art Records - It's just not even really worth playing because they can see that you have it on the board so it doesn't really get around Twist and if they drop something big like Yoda they're probably still going to pass after you play something next. I just...no. Bad. Give it a resource and make it cost 1 so at least it can do something useful.
The Emperor's Reserves - Sure I'll pay 1 extra for Yularen or go tutor a Fist. Oh it's also 3 force icons, hah. Navy has the resources to pay for this all day long and the bomb cards that make a tutor way too good. Silly good.
Overall - A lot of people hate FFG's design of 1-off cards. I have a pretty love hate relationship with them myself. Playing Jedi and watching my opponent flip Imperial Blockade is just all kinds of frustrating. This is another 1-off set that's going to wildly swing games as allowing a Navy player to speed through their deck to get to those power cards like Yularen, Fist, or even Superlaser Blast is extremely strong. Balanced out by 4 trash compactor tier enhancements might be reasonable but the only one that's really "dead" is the Records.
2/5