Dark side objectives
Balance of the Force: 2
Fighter Cycle: 1
Edge of Darkness: 6
Echoes of the Force: 4
#94 The emperor’s Hand (Balance of the force)
Replacement 1x Agent of the hand to a title enhancement (1 cost emperor’s favor +1 unit dmg, +1 hp for sith units playable from discard pile)
Replacement 1x Agent of the hand with a condition enhancement (1 cost ‘the emperor’s voice/final command, enhance a force user, enhanced unit gains edge (1), if enhanced unit is participating in an engagement with Luke Skywalker it also gains 1 black, 1 edge enabled unit damage. (reference card: naraan’s lightsaber).
Replacement 1x Agent of the hand with changed reaction: After this unit enters play, search the top 5 cards for a sith event. Reveal it and add it to your hand. Return the other cards and shuffle your deck.
This pod never sees the light of day in standard 1 v 1 play in my local meta. In stark comparison with Obi-wan’s pod who has the shistaven wolfmen and obi-wan himself to offset the useless objective ability. And while the agent’s ability combo’s with the event, they are too expensive for this pod to see a lot of play. Either one agent needs to go or they both need their costs reduced to make this pod more viable. Another option is improving the agent’s reaction by allowing a search for a sith event. A copy of the emperor’s favor enhancement from #258 objective fits thematically with the hand’s close relationship with the emperor. Alternatively, it could be an enhancement that plays into palpatine’s telepathic connection to Mara, giving her an edge under normal circumstances and urging her to take vengeance on Luke specifically (as portrayed in the novell).
#87 The ghosts of the dark side (Edge of Darkness)
- Replacement 2x Force Wraith with cost 2
- Replacement 1x Force Wraith/Dark memories with Sith Relic enhancement (enhance play area; Forced reaction: If a force user you control is participating in an engagement, damage enhancement to have an enemy participating unit lose 1 combat icon and have a target participating friendly force-user gain that icon until the end of the engagement. After enhancement has 3 damage, resolve the strike and sacrifice that targeted unit).
The Force wraiths are too expensive for what they do. And with the less interesting combat icons (for control) and only 2 force icons, they won’t likely even be committed to use their ability. With a lot of newer units doing more for less, they make this pod less viable. Also with this pod not having a resource to offset that high cost… Reducing their cost or changing one card entirely might make it more interesting and viable. With Malachor V having a heavy dark side theme, a sith relic empowering dark side characters for a cost might be interesting. Like a dark side version of echo caverns, but only for force users who can handle the dark side. Also, the forced reaction plays well into the theme of being careful once you decide to use (play) the dark side; perhaps the mask of Darth Nihilus could be the artwork.
#114 The second Phase (Echoes of the Force)
While I understand that the deployment of the Dark trooper legion has to hurt, it doesn’t compare to other cards in the game (like the black squadron unit card with the same amount of combat icons and the elite keyword). Adding elite for the legion is necessary and possibly coupled with some of my other suggestions. Because the pod hasn’t seen a lot of play in my meta because of the high cost with not enough reward.
#24 Cruel interrogations (Core)
The cost for this droid does not seem fair with regards to a ‘one-off’ and ‘random’ discard effect and just the one black tactic. Especially with newer cards doing a lot more for less. Possibly because in the days of the core box games tended to go a lot slower. Reducing the cost but increasing the need for edge, might allow it to see more play.
#25 Shadows of Dathomir (Core)
Replacement objective: added trait night
Nightsister: Replacement with 2 cost, 1 hp, edge blast (instead of black). Added trait 'night'
Nightsister: Replacement with 3 cost, 2 hp and added trait 'night'
These nightsters have too high a cost for their hp.The 1 health makes them easy targets for heats and other 1 damage abilities that have since been added to the game. The high cost is most likely meant to protect them from the Rancor’s interrupt. With newer units doing more for less, this pod hardly gets picked. Reducing the cost with a reduction in power OR buffing hp with the same cost might make the pod more viable. Thematically it fits when compared to the nightsister warrior cards who are force users and these are just force sensitive. The night trait fits thematically and links them with the newer nightsisters.
#124 The call of the Cult (Echoes of the Force)
Double focus this objective to set the balance to the darkside and skip the force phase.
Cularin Cultist: Replacement with action: Focus this unit to….
Cularin Cultist: Replacement with Elite keyword and a edge tactic (instead of black).
I used to love this pod back when the LS game was more about control (tactics Yoda and Quran protect). The hate card really slowed things down, without stopping it all together. With the speed certain decks have nowadays I find it’s no longer really viable. Changing the Cularin cultist might change that, but I’m not sure how. His ability only works after a successful strike right now. Allowing him to do it at will, at the cost of him striking is an idea. Otherwise making him elite, would allow him to be easier committed to the force (and fit the cultist theme better).
#80 Hive of scum and Villainy (Edge of Darkness)
Replacement 1x paid informant to his prize posession resource card.
Replacement objective with new text: scum affiliation only - While a card is captured here, Each unique bounty hunter gains edge 1 while defending.
This objective is tricky, because of the strong capture event but less than favourable units and slightly underpowered edge. Especially with Greedo slowly dying if you do lose the edge on his watch. Seeing as Greedo was out to get Solo and to make the pod slightly more interesting, I wonder if a prized posession resource card could help it see more play. The objective’s original ability is easily ignored by LS. Giving DS an abilty like the flight of the crow, but only when a card is captured there gives LS an incentive to attack it and fits thematically with bounty hunters having an edge while on their own turf. The edge count also helps Greedo survive longer if you manage to both get them in play.
#106 The Findsman’s Intuition (Echoes of the Force)
Findman’s Zuckuss his ability is a strong blind capture option for scum, that back in the day was balanced by his meager 2 hp. In the current meta, this pod doesn’t see play anymore as far as I know. I think it is mainly because of that 2 hp, seeing that mist Zuckuss’ pod has better hp, better icons, better edge, better 4-lom and a fixed resource. To make Findman Zuckuss more viable, his hp could be buffed or he could gain elite. Buffing HP allows him to stay alive longer in order to use his ability, but keeps him vulnerable for tactics. Giving him elite allows him to refresh in order to use his ability, but retains his vulnerability to unit damage.
#126 The Slimiest Scheme (Echoes of the Force)
This pod does have potential with the ability to have salacious B jump around unfocussing characters or even recall/redeploy snoova. But even with that ability, the resource card, a good event, perfectly average edge value, and the option the heal objectives, the pod doesn’t see much play; if any. I can only think people, me included, don’t feel inclined paying the 3 cost to deploy the security pigs. Reducing their cost in exchange for nerfing their ability might change that.
#85 Trandoshan Terror (Edge of Darkness)
Replacement Bossk with added elite keyword and altered reaction: After you play this unit from your hand, focus it with 3 focus tokens to capture a target exhausted enemy non-vehicle unit. Then, if that unit was a wookiee, draw 2 cards.
Replacement 2x Trandoshan hunter with added night keyword.
Replacement 1x Bounty enhancement to Regeneration event, remove 1 damage from a target night unit, or non-sith character unit.
In comparison to other bounty hunters, Bossk got almost as much love as the original Dengar (not a lot). While he did get an instant capture ability, it was limited to exhausted characters only and required to double focus him. Without an elite keyword that remains quite an investment. And because the bounty enhancement was too easily discarded by LS, this pod didn’t see a lot of play if any. By giving him elite and the ability to capture any non-vehicle unit, but in return having to triple focus, he gets some boost in power, while retaining the initial down-time. Giving the trandoshan’s the night trait, and adding the regeneration event from #277 fits thematically with the trandoshan’s infra-red vision, regenerative abilities and the shadowed artwork.
#274 Automated Assassin (Alliances)
With this IG costing 5 resources for an ability that is strong, but requires another card to actually do the capturing and preventing it from being rescued, I wonder why he didn’t get it from the get go. It’s not easy fitting this version of IG-88 into a deck that utilizes his ability. The first IG-88 card also has elite and a similar combat icon spread. And with the other two IG units not having the elite keyword but stronger/easily used abilities, I’d say it’s fair if IG-88D gains it.
#81 Jabba’s reach (Edge of Darkness)
Replacement Jabba with added elite keyword and remove elite from the barge (like the jedi mystic).
Replacement Jabba with added reaction: after you refresh, remove 1 focus token from a target mercenary unit. Barge with changed reaction: move 1 focus token from target unique scum unit to barge.
Since the release of the 2nd Jabba, this pod doesn’t get played anymore. And even when it was released it wasn’t an instant seller. Reversal of fate remains the only pull to this pod and is not enough to win games. The main difference between (reach) Jabba and (exalted) Jabba is that one has elite on its own and the other requires the pleasure barge for the unfocus. That’s an 8 resource investment for two units from which one will become unusable once you use it’s reaction. Moreover, (exalted) Jabba has a constant strong effect, while (reach) Jabba needs to focus himself for a weaker 1-off effect. The proposed changes can either make Jabba more flexible on his own and making the barge a nice extra OR giving jabba a more interesting combo mechanic with other lesser used pods (no bounty hunters) and still needing the barge; Both still themed towards unfocusing but now more independed of each other. One possible balance issue might become the outer rim space pirates who become elite resources, when both their objective and this jabba would be in play. Same goes for unsavory contacts.
#96 Mercenary Support (Balance of the Force)
Replacement Punishing One: 3 / 4 cost, 2hp, shielding, +1 edge enabled unit damage
Replacement 2x Trandoshan Security Team: Scum faction, 2 cost, 2 hp, 2 edge enabled unit damage.
This pod has never seen play in my meta. The 1 cost bounty hunter play can definitely be strong, but is very situational. Usually you don’t want to throw away your bounty hunters like that. Moreover, the punishing one is just average, while the trandoshans and the event are very expensive. Because of their cost and hp, you’ll probably be using them in the engagement to block, meaning their ability will never get used. Changing the faction allows for more combo’s, reducing the cost in exchange for less hp, and making the damage fully edge enabled makes sure you want to invest edge in order to use their ability and also fits thematically with them putting effort into their ‘hunt’. Considering the punishing one, giving it a shielding ability makes its hp more variable fits the theme of protecting assets while moving prisoners around and sets it apart from other scum vehicles. One more (edge) unit damage staves off daring rescuers. And all of it by increasing the cost by either 1 or 2. The variability with the shield also fits Dengar’s jack of all trade theme, but this time more defensively.
#145 The Grand Heist (Fighter Cycle)
Replacement Niles Ferrier: enhanced vehicle gains edge (1)
Replacement Pire Hideout: 2 cost, 1 resource
With so much stronger DS fighter pods out there, I don’t think I have ever seen this one played. One main reason being the affiliation requirement, which severely limits sith and navy fighter decks. The objective ability only works after you successfully play one of two other cards. Niles his pilot cost is actually higher than his unit cost and only does something when played on enemy vehicles. By giving niles edge (1) he could also be played on friendly vehicles, and it allows him to hang onto LS vehicles a little longer. Thematically, the edge would fit his unconventional nature as a pirate. Plus, Niles was employed by the empire under Thrawn, making it less strange for him to pilot imperial vehicles. Giving the enhancement a resource in exchange for a higher cost, also increased the value for this pod. The total edge remains below average.
#The shadow of Nar Shaddaa (Edge of Darkness)
Replacement Assassin Droid: 3 cost, change 2 unit damage to edge enabled.
Replacement 2x Aqualish Thug: 2 cost 1 hp, reaction: after this unit enters play, each opponent must deal 1 damage to a friendly unit of his choice.
Replacement Protection Fatecard: changed into heat of battle/target of opportunity/seeds of decay?
The main reason this pod doesn’t see play is that all of the included units are super expensive. Seeing HK-47 (while unnamed) was hella cool, but his cost makes sure he never sees play. Especially since he costs the same as unique droids with better icons/text. Reducing the cost while nerfing his damage might change that. That way it retains its ability and threat, but you need to invest more into the edge. Compare it with the FEX droid from the IG-88C pod who has 3 costs, all black icons. The Aqualish thugs their 2 objective damage is heavy, but not interesting enough to play a 3 cost unit with 1 hp. LS will simply choose his least valuable objective to damage. Reducing the cost in exchange for reducing the reaction might make them more viable. Lastly, the protection fate card doesn’t seem to fit the theme of this pod. Either the objective damage from the original thugs can be retained with a target of opportunity, the new ability can be combod with a heat of battle, or the objective itself could be echoed with a seeds of decay.
# 188 The Droid Revolution (Endor)
Seeing HK-47 (while unnamed) was hella cool, but his cost makes sure he never sees play. Especially since he costs the same as IG-88B. Reducing the cost while nerfing his damage might change that. That way it retains its ability and threat, but you need to invest more into the edge. Compare it with the FEX droid from the IG-88C pod who has 3 costs, all black icons.
#32 Take them Prisoner (Core)
Even though this pod has a 6 hp, gave the empire it’s first capture abilities and the first enhancement killer in the entire game, it doesn’t see any play anymore. Even in trooper decks, it seems. I’m can’t put my finger on what would be lacking, since even the troopers themselves aren’t all bad with their black unit dmg. Strangely all other imperial pods seem to have a place in one deck or another too.
#90 Asteroid Pursuit (Edge of Darkness)
Replacement Objective with added elite keyword and 2 resources. Keep the forced reaction.
Replacement Lictor-class Dungeon Ship with added edge tactics icon and text: This unit gains black unit damage while at least 1 friendly objective has 2 or more damage on it.
This objective is so weirdly designed I have never seen it in actual play. The 3 resource value doesn’t seem to offset the free damage LS is getting when the objective is in play. And even if you don’t see the objective, the accompanying cards aren’t strong enough to make this pod interesting. Giving the objective elite, might make it a more priority target for LS (like spice trade, but this objective does count for the victory pile). Also changing the Lictor class to trigger on damage instead of captured cards, plays more into the objective theme. It also stimulates LS to focus fire objectives.
#34 Looking for Droids (Core)
This core pod is also from a time where games tended to be slower and influence wasn’t yet a thing. That is the only reason I can think of why the droids have a 2 cost to offset the ability to play them from the discard pile. The single edge blast icon doesn’t make it interesting enough to include it into a deck, as there are far better units nowaday. Having a resource card that allows for droids to be reduced in cost could help in this regard. Moreover, troopers and fighters already have this kind of mechanic, but not droids. It plays well in to the theme of ‘looking for droids’.