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Fan Project - Star Wars LCG Core Set 2.0

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#1
RoyalAegis

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https://docs.google.com/.../1mtBHriDtP43gLkQZZFG2.../edit...

 

Hey everybody,

 

I know that there's been a big surge lately of people creating their own objective sets. One question I've been asking myself is, "What about all of the other objective sets that don't see play?" As much as I love this game, it was definitely subject to power creep; cards got stronger as time went on and a lot of the objective sets created early in the game just don't hold up anymore.

 

So with that, I'm proud to introduce a passion project I've been working on for a long time - Star Wars LCG Core Set 2.0! Please note that this is a fan project and is not intended to be an official replacement. The goal I set out for this project was to bring all of the objective sets in the Core Set up to a power level that we could expect from objective sets published at the end of the game's life cycle. I've done this in a variety of ways including:

 

1) Adjusting existing cards (i.e. adding new combat icons, force icons or card effects) while keeping their original spirit intact

 

2) Replacing some cards in objective sets. I want to note though that where possible I replaced some cards with existing cards in other objective sets that I felt were under-utilized and underappreciated. I have created a few completely new cards, but I've tried to keep that to a minimum.

 

I've tried to be tasteful about balancing these objective sets so they don't become overpowered; you're not going to see every pod now come with an Elite main and a resource. I've tried to tailor some pods to specific deck archetypes that I feel were neglected. There's also a good amount of pods that I haven't changed at all.

 

Unfortunately I don't have the time or skills to create official looking cards and I'm documenting all changes in a Google Sheet that should be able to be viewed by the public. I've tried to document all changes I've made to cards in the most visible way possible.

 

Feel free to comment below what you think! There's quite a few pods where I've asked for suggestions and I'd love to hear your feedback. I've done a lot of proofreading, but since this project is so big there may still be a few errors on my end. If there's enough positive reception, I may look to extend this project to Edge of Darkness!

Enjoy!

 


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#2
RoyalAegis

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Update: I made some additional edits to the sets, mostly correcting some formatting errors and making some final decisions on cards I was about the fence on.

 

I'd love to hear your feedback! I'm having a slow day at work so I'll probably begin the initial process of sketching out EOD concepts! 


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#3
Rio

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Looks good!

#4
TheNameWasTaken

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I've only looked at the light side pods so far, and obviously haven't tried any of these out in a game yet, so what I have to say is just theorycrafting. Pod by pod, here's my thoughts:

1) Hero's Journey - four health objectives need a good justification for why they only have 4, and there was no such justification here. Agreed.
2) In You Must Go - I feel like you might have gone a bit too far with Yoda; 3 cost for a 3-health elite black tricon with other abilities (relevant ones, too) might be too little. The other changes here sound good.
3) Forgotten Heroes - brilliant ideas here!
4) Journey to Dagobah - I'm not sure the objective change works here; LS has incentive to attack Spice Trade because it has elite, but there is no such incentive here. I like the other changes, although it's a bit sad to lose Double Strike; maybe that could move to another pod?
5) Secret of Yavin 4 - I wouldn't mind seeing an extra pip on something, but in general the pod is indeed fine as is
6) Last Minute Rescue - agreed with Redemption, but not sure if there is that much reason to add a resource to the engineer though - with blast and shielding, it'll be fighting all the time anyway; maybe an ability to reflect her profession and let her repair objectives? Something like "Reaction: After this unit survives an engagement as a defender, remove 1 damage from the engaged objective".
7) Jedi Training - I was initially skeptical about the event - only during your turn and only if you have the Force sounds very restrictive, but then I remembered that you could play in the Force phase action window so it's probably fine (I'm assuming here you meant it to be an Action, not a Reaction, since you haven't given a triggering condition). Although maybe it'd be better to flip the balance requirement? After all, such a call wouldn't be felt if there wasn't a pressing reason. Guiding Spirit sounds good. Monument definitely needs to be limited.
8) Defense of Yavin 4 - Red Two already can strike against multiple objectives, you just need to be careful with how much blast you send. The original wording had two benefits that your proposed version doesn't - first, originally Red Two didn't need to be attacking the destroyed objective, it could have been sitting back being focused from something else, and second, with its two guns sometimes you'd actually want to strike a second time in that engagement even if the objective was already gone, to kill a defender (changing the icons like you propose does make it less likely that you'd want this, but still). I agree with the extra health - and maybe let's give that to the Y-Wing as well? I don't think those are supposed to be particularly fragile - but I don't think the other changes are necessary.
9) Mission Briefing - I don't particularly care for mill being an aspect of card games, so I'd prefer the original objective text and something else in place of Wedge (Endor trait is a great catch though, given the flavor text). If you want to include cards from Balance of the Force, how about a Bothan Facilitator rebalanced for 1v1? That would also be thematically appropriate, given how Bothans delivered the Death Star plans. I dig the changes on Mon.
10) Fleeing the Empire - Yavin 4 on the objective makes sense. Mechanically I'm also sold on replacing the Fleet Officer with the ambush team, although that reaction is crazy unless there is a cost for it. I don't think Premonitions belongs here though. The effect on that card is neat, although also too good for being free, and I'd be happy to see it in a Jedi pod, but I don't think it has a place here.
11) The Rebel Fleet - the point in limiting what units can attack the objective is that, if you have Rebel Fleet out, only a vehicle deck on DS can go from 6 to 12 in one turn. Of course, without such a restriction around vehicle decks would still be the most likely ones to do that, but still. I'm ambivalent about the objective changes. The changes on Home One and the droid I can get behind, although a discount of 2 with Home One sounds a bit much. I'd rather it was a discount of 1. Also, did you intentionally drop Home One's health by a point? Because that doesn't seem necessary.
12) Draw Their Fire - oh boy, this Ackbar is way too good. That's a double Thrawn for half the cost. Might be fine if he placed damage, but two focus is crazy strong. Same with the Escort - 1 cost is too low for three black icons even if it sacrificed itself after striking and had no beneficial text. It's a Trap could probably drop the cost by one though - it does the same as Rebel Assault, but is significantly limited in timing and eligible targets, no sense having it cost the same. The Heroic Sacrifice buff is indeed significant, and I think the cost increase isn't enough. How about if it required LS to sacrifice a *ready* Vehicle unit?
13) Mobilize the Squadrons - I like the Gray Squadron Y-Wings, so I'd be happy to see one here
14) Decoy at Dantooine - I don't know that the objective was powerful enough to need the nerfs (although it probably would need to replace "leaves play" with "destroyed" - I'm not sure the synergy with GA Leia is a good idea), but I like the rest
15) Questionable Contacts - I like these
16) Rumors at the Cantina - the civilians actually look a bit too strong now. It's not hard to get to three colors, and at that point this is elite with three icons for 2 cost. But I do like this being a tri-affiliation deck support, and Allies does make more sense than Rescue Mission in such a pod
17) Tribal Support - I don't think "broken" is quite true, but they definitely were good. But yes, this pod is good as is.
18) Hit and Run - I think you could leave both informants in and apply this buff to both, and it'd be fine. Prep and Planning does fit thematically, but mechanically - not so much. That's not a fate card you'd need to resolve repeatedly, and there is no event here for it to discount.

Overall - obviously I disagree with some of your proposed changes, but this is promising work, and I can't wait to see more! I'll check the DS changes out later, when I have time to write another wall of text :)


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#5
RoyalAegis

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I've only looked at the light side pods so far, and obviously haven't tried any of these out in a game yet, so what I have to say is just theorycrafting. Pod by pod, here's my thoughts:

Now that I have a bit of time I can type out some of my responses!

 

2) My justification for buffing this pod is that regardless of how good In You Must Go actually is, it's always going to play second fiddle to May the Force Be With You just due to the fact that its so overpowered. Moreover, Core Yoda derives his power from being a Voltron-unit which gives him situational effectiveness and I wanted to buff him enough to stand on his own. 

 

I will admit though, I was a bit biased in making him a black tricon unit because I figured it was a lot easier to keep track of his additional, edge-enabled icons if he had only black icons  :D

 

4) Would you prefer if I just make Journey a 4-health, 2-resource objective? It seems a lot more simple to be honest. DS still has incentive to attack it because of its reduced health but on the bright side if it gets destroyed then LS can choose what objective they want in its place. 

 

I think Double Strike is kind of a dud though. It's not a great edge card so you have to hold it back, it doesn't work for units committed to the force and if they double strike they have to do it during the same strike. I like the idea, but instead of doing a massive re-work I was much more keen on highlighting a 3-pip event in its place. 

 

7) I had 3 restrictions I could play with when I created this event: Limited, play only during your turn or play only when the Balance of the Force was set a certain way. Maybe I should go back down to 1 restriction instead of 2? 

 

I see the argument with flipping the Balance requirement with Call; I imagine you're thinking of Luke returning to Cloud City from Dagobah but I imagined it as Luke going to Dagobah for the first time.

 

Jedi Monument is powerful I will agree there. I decided instead of making it Limited to make it Unique instead so you can't double up on them. I wanted to have both a unit and an enhancement in the objective set that could trigger off of that event and I had to very specifically call out non-Limited cards so that card couldn't chain into something like Owen Lars. 

 

8) I changed up Red Two based on my own experience; I'd never be one to let Red Two just sit back during an engagement (especially if you're paying full cost for him and with the relatively low edge in LS fighter decks it makes him tactics bait anyways). I feel like I've had too many experiences where I let Red Two go in to blow up an objective and then he just ends up getting re-focused. I wanted to prevent that and also make Red Two much more of a bruiser.

 

I'm generally against 2-cost units having 1 health, but I feel that the Y-Wings are balanced. 2 bombs on a 2-cost unit is strong.

 

9) I'm not 100% pleased with how this set turned out but I knew I wanted to include Wedge in there and I just re-configured the cards around it (luckily Mon Mothma was such a dud card that I feel like I had a clean slate to do whatever with her). I think it's kind of a shame to lose the LS analog to Counsel of the Sith but if we're being real nobody was playing this set to begin with. 

 

When I'm incorporating cards from other sets though I'm not looking to change them at all since I think that kind of defeats the purpose. 

 

10) Thank you for the feedback on this one. I wanted to use a majority of the LS cards from Balance of the Force and both Ambush Team and Premonitions were two of the few "non-overpowered" cards I had left. After talking to some people, it seems like Premonitions is too strong but I think the Ambush Team is fine since Fleeing the Empire is more of a support objective though.

 

That all being said, I'm just trying to be cautious when editing objectives with Twist in them.

 

11) Thank you for that insight! It was something I neglected to think about. That being said though, I still feel like it's very probable that LS will just pass on that objective if it comes during the flop in favor of another objective with a more tangible benefit. Do you have any suggestions?

 

Core Home One actually does have 3 health though and I think that's kind of fair considering it's Elite with 4 black icons. I obviously took inspiration from Relentless, who both discounts fighters by 1 and gives them an edge-enabled bomb. Instead of copying that word-for-word I just upped the discount factor.

 

12) I've incorporated a few changes based on your feedback - I may have gone a bit overboard with this objective set (I figured since the theme is anti-Vehicle I could buff it considerably)

 

My original text for Ackbar was to focus him with two focus tokens, I've reverted to that. I've also changed it to where he has to be participating in the engagement (can't believe I missed that one) I've incorporated the changes to both of the events as well.

 

I'm still a fan of keeping the Escort a tri-con unit (I felt that since I got rid of the X-Wing that I could buff him, especially since you don't want to put Pilot Ackbar on a unit that fragile) although I've changed his new icons to be edge-enabled; I've always been of the idea that if a unit has 1-health, it doesn't matter what color their icons are because if they don't get the chance to strike first then they're dead. But, you're right that an all-black tricon on a 1-cost unit is pretty powerful. 

 

14) My idea to nerf the objective was a balancing factor; the other changes I've made this set would make it a lot more theoretically likely to see consistent play and nerfing the usefulness of the objective felt fair. The utility of the objective is still there though and I can imagine Dark Side going to attack that one first so they don't incur any penalties for the rest of the game.

 

15) Just to confirm, you saw the version of the Smuggler where I gave her a completely new card effect, correct? 

 

16) I went ahead and dropped the Elite kicker based on your feedback!

 

18) I'm open to applying a buff to both of the Informants, but if I keep both I think I should have them with two health instead of 3. I don't know if you've had a chance to read my DS changes, but I went ahead and followed the same design philosophy for Recon Mission (1 strong unit instead of 2).

 

Good point about Prep and Planning though; I wasn't keen on adding Protection as a fourth fate card. I guess Echoes of the Force is a solid choice as well?

 

__________

 

Thank you so much for your feedback though! I'm interested to hear what you have to say for the DS objectives too! I'm also pretty close to finishing my work on Edge of Darkness and I'd love to get with you to discuss that as well!


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#6
TheNameWasTaken

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First off - sorry for not getting back to you sooner, this topic totally slipped my mind for a while!

2) The fix for that is to nerf MTFBWY :) It's okay for one Yoda to be strictly better than the other, I think - so long as the same can't be said for the entire pod and, preferably, if the pods do different things.

4) Yes, I think that works just fine. But do you mind going a bit more into why you want more limit 1 pods? Because I don't think anything here is too strong to have two copies.

7) If you don't want to chain the event into Valley, you can be a bit more direct with your text - "a Jedi unit or enhancement with no more than 1 resource value". It's not perfect wording, sure, but it'd get the job done. I don't think you need to worry too much about tutoring Owen - you're still paying 2 for a one-time discount of 3 on something, so it's probably fine, and it's not like Owen's going to do much on the board before getting used. I think you could also make the Limited conditional - something like "If the searched for card is limited, this event gains limited." Because with the current wording making the event limited but not letting you tutor most resource enhancements with it makes it a significant hit to your resource base.

9) If you're set on making this a mill set, then maybe it'd make sense to swap the engineer, the blaster emplacement or both for more mill? Because otherwise I don't think you have enough here for anyone to be able to rely on that - and if you don't get the mill going strong enough, you've got a blank objective and an almost blank Wedge and then you're sad.

11) I suppose it's true that Rebel Fleet would often get buried if anyone was playing the pod in the first place. What you have there is just fine, but if you're drawing inspiration from the Relentless, then how about mirroring the last Navy sets and giving a bonus for having capital ships and fighters together? And speaking of the Relentless - increasing the discount may be a fair exchange for not copying the extra blast, but Home One already has its own extra blast ability and that should be taken into account when balancing things. And about that health - the stat block in your doc has Home One's health at 2, not 3, but not marked as a change, hence my question.

12) OK, this Ackbar is much closer to reasonable. But you might also want to restrict that ability to only work when he's on a capital ship, otherwise Rogue Squadron X-Wings will abuse him forever, pitch him to double strike and bring him back with Stay on Target and never worry about him double-focusing himself. Of course, if you did that you'd also want to get a cap ship into this pod.

15) Yes. It's cool that the pod would now have a unit that would make a good Swindled target instead of always swindling enemies. And hey, Brainiac synergy!

18) Yes, 2 health is fine.


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#7
TheNameWasTaken

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And here's some thoughts about the DS pods.

19) Fall of the Jedi - I'm on board with both of these. For Lightsaber Throw, maybe instead of granting targeted strike you could use wording like Well-Laid Ambush so that the card is also usable on defense. Then again, that might be a bit too much.

 

20) Counsel of the Sith - the Intelligence Officer would be an interesting buff to a twist pod.

 

21) Black Squadron Assault - nice and simple, I like these. Such changes definitely make it more likely that I'd play the TIE rather than edge it

 

22) Heart of the Empire - fully refreshing the objective each turn sounds a bit too much, I'd just stick with elite. I dig the senate guard though, that card is cool.

 

23) The Emperor's Web - agreed, this is fine as is.

 

24) Cruel Interrogations - nice, this looks like something I'd consider adding to a deck.

 

25) Shadows of Dathomir - all in all, a solid boost to Night. But I think it'd make more sense for the Rancor's reaction to only target participating units.

 

26) Imperial Command - more synergy with Orbital Bombardment is a good thing, that card gets edged entirely too often

 

27) Kuat Reinforcements - I'd still rate the Sith Backstabber as superior even with this change, but it's definitely closer than it was. I think the Interceptor would be a bit too strong in 1v1 - edge and shielding on a 2-drop is overkill. It's good that you made the bomb white, but I think it's still not enough. The TIE Bomber, on the other hand, could use some buffing - maybe an extra health?

 

28) The Ultimate Power - in addition to the original objective restriction not mattering, it also doesn't make sense thematically; the objective kind of represents the Death Star itself, and the rebels did in fact attack it with many units. I'm in favor of getting rid of it. The third health on the troopers is good, and the engineer could definitely use the extra health and icon, but I don't think its text needed changing; the ability itself isn't a hail mary in any way (although I can see how playing the unit basically just for the ability would feel that way).

 

29) Death and Despayre - I don't know that Rogue One explicitly conflicts with the first Death Star being constructed at Despayre, but the Despayre trait was never going to do anything so I'm cool with dropping it. You're spot on about both needing extra pips here and about control rooms being everywhere, but I don't know that the latter is a bad thing. That's just a part of the navy identity. The construction droid works here, and thank the Force that you're getting rid of that god-awful officer, but I'm torn on Jerjerrod vs. control room - I would like to see Jerjerrod in the game, and the 3 pips would be handy, but I don't think that text would be used often.

 

30) Defense Protocol - yeah, this set is largely good as is. Although I wouldn't mind swapping Death from Above for something more useful.

 

31) The Endor Gambit - did you intend the same effect as Ponda Baba here? Because as written, this is a worse penalty than Ponda - I think this would actually force you to declare an engagement if Hewex is ready, whereas Ponda doesn't care about that bit and only jumps in if the engagement is taking place. But no matter which way you intended that, Hewex is hardly ever going to be around for defending so you might as well give him a more offensive icon spread.

 

32) Take Them Prisoner - yay for Imperial Suppression in a playable set! And works thematically, too. Same for the Lictor. Piett though - that ability sounds terribly strong for 1v1 play. I was going to say that at least Piett's icons aren't that good, but he also has a resource, and that combination is not ok. How about moving the Lictor to the #2 slot and putting a Security Trooper from Cell Block Detention in #3?

 

33) The Bespin Exchange - agree with all of these. If Boba has 3 health himself, then the armor really doesn't need to be giving an extra 3, making it 2 is fine.

 

34) Looking for Droids - how do you feel about adding an influence resource here? Resource matching is a significant concern for tri-affiliation decks, and I think a pod explicitly designed for tri-affiliation should help with that more than just the objective. Instead of the droids' remove from game clause, how about only giving them the discount when played from hand? So a tri-affiliation deck could play them from hand for 1 or from discard for 2 - with the extra icons they're definitely worth the money, but I don't think their recursion is too terrible if it costs 2.

 

35) Corporate Exploitation - first off, I'd probably lower the cost cap on the objective and event to 2 instead of 3 - pulling Death Troopers and Reserve Troopers with those might be too strong (and I don't know that limit 1 is a good way to balance things - that just makes the game more swingy). Of course, that would also justify making the event cheaper. Trooper Assault makes sense here. The troopers themselves are a bit tougher. Personally I don't like remove from game clauses, so I'd want to limit them some other way. Options that come to mind - their bounce could put them on the bottom of the deck (or shuffle them in), or they could bounce straight to hand to clog it up (in which case they'd need to bounce at the end of the phase, not the engagement, to prevent them from being simply edged for the next engagement), or maybe they just get discarded at the end of the engagement and you limit the timing of when they can jump in instead (start of conflict phase, start of engagement, after an opponent declares at least one defender - to make the fact that their icons are white mean something).

 

36) Reconnaissance Mission - yeah, if you want to be able to get these guys in from discard, then this is one place where a RFG clause is probably necessary. But since I don't like those, I'll still suggest other ideas :) First off, you could restrict the reaction to contested edge battles only - that way you don't get free blast when a lone chud goes in, and when you get one or both droids in your discard pile maybe it'll make LS not contest edge at all. Second, you could make pulling them from the discard cost a resource.

Hope these are useful - and once again, sorry about taking so long to get back to you!


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#8
RoyalAegis

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First off - sorry for not getting back to you sooner, this topic totally slipped my mind for a while!

4) It was just a creative design path I went with - for the two pods I did it with I felt that the changes I wanted to make were too strong and restricting it became a balancing factor. I did a similar thing in my Edge of Darkness project as well. Looking at the new version of Journey to Dagobah (especially with a buffed Red Five), I think that this is a set that would very much be worth doubling-up on and I didn't want that.

 

7) I do go back to the Limited and play only during your turn clause. I still think that's fair; my worry with an event like this is chaining this alongside Yoda, You Seek Yoda. Honestly there's part of me that's considering adjusting the "play only during your turn" to "play only during your Deployment Phase". Although if I do that I may change it into a 1-cost event. What do you think?

 

9) I felt that the Engineer and Blaster Emplacement were pretty integral to the pod's identity. As a rule of thumb, if I'm going to make substantial changes in a pod I want to keep about half of the pod intact (because if I create any more changes than that I might as well be making a new set entirely). Mission Briefing was a bit difficult to do because it's an inherently disjointed pod. It's still split in a strange way yes (and that's a result of me wanting to incorporate Wedge) but I think all of the cards still stand well on their own if you're not able to get the mill going.

 

I imagine that the objective is going to be annoying enough for DS to want to target it (similar to LS and Counsel of the Sith). Wedge is still an Elite main without his text and I edited Mon Mothma to be a strong living resource.

 

10) Thank you for catching the Home One error! It should have 3 health. 

 

I'm assuming your comment is referring to Capital Support - I appreciate that idea but as someone who tried to make Capital Support work I think that idea is better on paper than in execution. For the most part, Fighters and Capital Ships stay separate in both LS and DS. That being said, the re-worded text on the Rebel Fleet just mentions Vehicles if you wanted to theoretically combine Fighters and Capital Ships together.

 

I know you mentioned the blast thing on Home One - I did try to model the Home One upgrades to Relentless. Relentless has 2 big abilities; the discount and global bombs. Home One is the same way; a cheaper discount and its ability to pepper blast damage across multiple objectives. I think the changes to Home One are fair based on the power of its existing ability + 4 black icons. What do you recommend?

 

18) After some discussion with folks I went back to a 2-unit idea with 2-health. Thanks! 



#9
RoyalAegis

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And here's some thoughts about the DS pods.

19) There's part of me that thinks making it like Well Laid Ambush would be too much. That card already has a DS analog anyways in He Doesn't Like You. Although Lightsaber Throw "only" provides Targeted Strike, the ability to recur it makes up for it.

 

22) The full refresh is part of the reason I made it Limit 1 per objective deck. There's a couple of objectives in my Edge of Darkness project that I made elite but they have obvious penalties (i.e. Asteroid Pursuit and Alderaan's Promise). How do you feel about the rest of the objective set? Glad you liked the inclusion of the Senate Guard though!

 

24) Thank you! I really worked in this project to flesh out Capture pods for Sith and Navy.

 

27) I actually meant for the Tie Interceptor to have black icons as it is in Balance of the Force. I see the argument for how strong it is though - what if I replaced the TIE Bomber with a TIE Fighter to compensate? Either that or lower the effectiveness of Backstabber.

 

28) I may be biased here, but I felt that it's kind of a hail mary since you have to put the rest of the cards on the bottom of your deck. It may matter less in a late-game scenario, but there's opportunity to block yourself from drawing into some other really good cards because of the effect (granted, shuffling could do the same thing).

 

29) I believe that in the canon timeline that the Death Star was constructed above Geonosis. But the inclusion of Jerjerrod implies this is the Death Star II which would make this an Endor objective. 

 

You're right that Control Rooms are part of Navy identity but I sincerely think that having a Control Room here makes this objective harder to play. Plenty of other mainstay Navy objectives already come with Control Rooms or similar limited resources (i.e. Might of the Empire, Endor Entrapment, Enforced Loyalty, Technological Terror). You don't want to clog your deck with limited resources. Jerjerrod's text may not be used often (although there's a bit of synergy with this objective), but he serves a few purposes: Increased edge for a faction that needs it, force holder and he's still a decent support unit.

 

31) Thank you for pointing that out! I have re-worded him with the same text as Ponda. I'm not big on giving him an offensive icon spread (since theoretically that would be accomplished with the Walkers you play) but I did give him another health to compensate.

 

32) Piett probably needs some playtesting, but the big takeaways from him is that you'll have an extra resource to mess with and he's hard to lock down during the Force Phase. The objective set had room for a new main unit and Balance of the Force gave me one that was already created  :P

 

34) I'm not opposed to giving it a resource I just didn't want to directly copy Rumors at the Cantina. How do you feel about the event buff? It may be too strong. 

 

Honestly, I don't know if I'd even use this as a pod to aid in making tri-color decks. I see more as a compliment to Droid decks. I'm not a big fan of removing them from the game either, but I felt that the Droids needed tactics in order for this pod to see play and I wanted to keep their play from discard text intact. I made them 1-health to compensate, but being able to recurr tactics continuously from your discard pile is very strong. 

 

35) Honestly I like the idea of bouncing the units to the bottom of the deck and I'll probably look to apply that to some of the other units in these DS sets as well.

 

As you can see, the 3-cost limit on those cards was to purposely include Death Troopers. I think the Reserve Troopers are mediocre though since they need to be committed to the Force. Do you think it's still too strong? I envision the Death Troopers being part of a standard trooper deck.

 

36) I can behind the idea of winning a contested edge battle! 

 

Thank you once again for your feedback!!!! It really means a lot. I will be releasing my Edge of Darkness project soon and I'd love to hear your feedback on that too if you're able to provide it!