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Fearless and Inventive - Heroes and Legends Review
Apr 03 2014 05:05 AM |
colsanders
in Star Wars
Star Wars Fearless and Inventive colsanders
For this review, I've decided to give each card in the objective set a rating of 1-5, then I will give the objective set an overall grade. I'd like to also say before I begin that I really wished every affiliation would get a set in these packs. The fact that Scum was the affiliation that didn't get the set this time might be the reason I feel this way, but it would just be nice for each affiliation to take a step forward each pack. Anyway, onto the new stuff!
The name of the pack seems like a good place to start! Looking at the objective we get the standard 5-1, nothing fancy. However we get an absolutely crazy Action ability, swapping in a focused down or damaged unique character for 1 resource? Sign me up! The fact that it's possible to have 3 Obi-Wan's, 4 Luke's, and even crazier 4 Han's(new rainbow deck anyone?), makes the possible combos even better.
Rating: 5 of 5
Kyle Katarn: Yes! Another Jedi main that has 3 health! Three force icons, 3 unit damage, and a white blast for 4 is already a well costed unit. Wait, there must have been some mistake with the printers because they gave me two copies of him. Hmm, synergy with his objective there is. To top it off you get a really solid reaction ability to lock down that committed Emperor or his Royal Guard. Not to mention you can trigger it with his objective or the Falcon. Kyle still doesn't solve the jedi's problem of blast damage, but he is still scary for the DS to defend. Makashi training looks very good on him...
Rating: 4 of 5
Ataru Training: Another Jedi enhancement, another reason you HAVE to run In You Must Go for Jedi. I'm honestly not that impressed by this enhancement. Jedi tend to struggle for resources and the fact that its two cost compounds the issue. However, the reaction on this is pretty devastating if it happens. If your opponent defends with this enhancement in play, they will have to be pretty confident in their edge cards. It does have 2 force icons, so its nice in an edge battle if you can't get it into play.
Rating: 3 of 5
Rahn's Guidance: A pseudo search card for Jedi characters is very nice. The fact that it's 0 cost is even better, mostly due to the resource problem with Jedi. The ability to know how your next draw is going to look can really help you plan your attack and defense for the current turn. An overall very solid card
Rating: 5 of 5
Echoes of the Force: The name of the cycle should warrant a good card, I think this very much fits the bill. While the jury is still out on exactly how good this fate card will be, the implications and battle shenanigans that happen when this card is played are mind boggling. Wasting one of their force cards on an exhausted unit, making them double focus after striking, setting up Kyle's reaction, the list goes on and on.
Rating: 4 of 5
Set Rating: 4 of 5 This is a great addition to the Jedi OS list, you get another solid main, two copies no less. This is very nice if you just want to run 1 copy of the objective to just get two more solid units. The biggest surprise is that this has the most force icons of any objective set in the game. This makes the possiblity of triggering Ataru a little more likely. Only downside, no resources.
Next up, The False Report. Everyone has been buzzing over this objective since it was spoiled way back in...well awhile ago. Because of the long delay the hype machine kept building and building for this set. You get the standard 5-1 and the completely scary ability of a surprise Valar Morguhlis(that's a board wipe for you non-Thrones players). Thankfully it's S&S only. A smart player can play around this by just waiting to blow up objectives until they are ready to win.
Rating: 3 of 5
Aquaris Freeholders: Okay, this is the card that has had everyone freaking out more than anything else in this pack. An elite unit with 5 combat icons, the black blast being the most important, 4 health and elite, ignore the 8 cost, it will never cost that much. O, you also get 2 of them. It's a pretty crazy unit, if they come in for cheap, or via the Falcon. Other than being a big unit, it doesn't really affect the board like Han, Lando or Chewie would. The key to keeping these guys in check is to make sure they cost 5 or more at all times. If you see any card from this set, or really just the S&S affiliation card honestly, you must get down to 3 cards in hand. Just like the objective, you can play around these guys, so don't go Chicken Little and cry the sky is falling. It is still a great card though.
Rating: 4 of 5
Clearing House: A new limited resource card, and I'm not really impressed. If you see this on turn 1 it's nice, any turn after and I'm most likely chucking this into an edge battle unless I'm starving for resources. The fact that it's limited is also annoying because a lot of the objectives you will pair this set up with have limited cards of their own.
Rating: 2 of 5
Outmaneuver: Outmaneuver can end up being a game winning card, or simply and good edge card. If you have your Freeholders in play, it is the best removal card for the lightside, bouncing everything except the Executor. If you don't have Freeholders in play, are you really gonna bounce Han, Chewie, or the Falcon with this to return maybe a Royal Guard? No, that is why it is only getting a
Rating: 3 of 5
Slicing In: Slicing In is useful for only one thing, checking to see if False Report is next for your objective, after drawing your opening hand. Other than that, it is getting discarded every time I see it.
Rating: 1 of 5
Set Rating: 3 of 5* Yes its shocking, I know, but for all the hype this objective set had going in, it really seems kind of underwhelming to me. The Freeholders are a great unit, if the price is right. The set in general is pretty easy to play around once you know how to. There is an asterisk for one reason, the new Dash set in the next pack could make this set MUCH better.
Rounding out the LS sets we have Forward Reconnaissance for the Rebels. First thing we see is the low capacity of 4, so there better be a pretty darn good ability in the gametext. After an ATTACKING unit leaves play, damage a DEFENDING unit. Seems pretty restrictive, and in no way as good as the H&L action. There are numerous cards for the Rebels however that can take advantage of this, so with some playtesting there could be some powerful combinations to be discovered.(I'm looking at you, Evacuation Procedure)
Rating: 3 of 5
Jan Ors: So we have our "main" unit of the set, Jan Ors. Two health for 3 cost is normally not my style, but she is sporting that nice black tactics icon and some blast damage. The reaction she is sporting makes for some crazy, and I mean crazy shenanigans. Not only does she get to strike an additional time, she can bounce your Leia so everyone else can strike again too. Or maybe you decide to attack with Han and the Falcon first, then you attack with Jan, strike, return Han, then return the Falcon to put Han back into play...SHENANIGANS!
Rating: 5 of 5
Intel Operative: That little guy? I wouldn't worry about that little guy. Intel operative is a solid chud rocking the 1-1-1-1 stat line, and can draw, and draw is good. Pairs very nicely with Jan and the objective. You also get two of them.
Rating: 3 of 5
Safe House: A new limited resource for the Rebels, and a much, much better one than the S&S Clearing House. Not only does it cost one less, its reaction will trigger far more often than the latter. We will see location enhancements like this showing up in later objective sets, so it is a strong possiblity that each affiliation will be getting their own version of this. Knowing if you will be winning the force struggle on your turn, basically gives you an extra resource each turn. A great card that fits the theme of the cycle.
Rating: 4 of 5
Twist of Fate: Twist of Fate, a nice way to end the set. There isn't much to discuss here that everyone doesn't know. Twist is a must in any deck.
Rating: 5 of 5 Duh
Set Rating: 4 of 5 I truly believe that this may end up being a sleeper set. There have been a number of Rebel objective sets recently released, all revolving around bouncing units, or units leaving play in general. If someone can crack the code and think of a great way to combine them all into a cohesive deck, it will be very cool. O, did I mention it has a Twist of Fate?
Moving onto the DS, we have a new Sith OS, Scouring the Empire. It has the nice 5-2 stat line that I am always a fan of, and the trait of Coruscant. Hmm, a reason to play Heart of the Empire down the road?! No, probably not. It is also Sith only, just like the Heart. Nothing really flashy here
Rating: 3 of 5
Jerec: Jerec, it seems to me, has only one true function, and that is to control the force. His 4 force icons with elite are a prime example of this, and so is his reaction. I do however wish that you could commit a target unit to the force, but that might be a little too strong. His 4 cost for 3 health is nice, and his combat icons are ok, nothing spectacular. If there were two white blasters he would rate much better.
Rating: 3 of 5
Imperial Inquisitor: I really like this support unit. Yes, he only has a white blaster, but that resource on a 2 cost 2 health unit is really useful. He is also, like Jerec, another target for Vader's Lightsaber. Even better, just like the rest of the sets, you get two of them. Overall a great, versatile unit.
Rating: 3 of 5
Force Storm: This event was spoiled a really long, long time ago. Possibly in a galaxy far way. It has that hefty 4 cost, but it is a possible board wipe if your opponent is playing vehicles, or has a couple damaged mains out there. The cost isn't really an issue, 'cough' Holocron 'cough', but do be careful, it hits your guys too.
Rating: 3 of 5
Echoes of the Force: Our second set to have this included. Fittingly, Jedi and Sith are the first to get this, same as before
Rating: 4 of 5
Set Rating: 3 of 5 A somewhat lackluster set for Sith, but honestly look at what your comparing it too for that affiliation. It may however find a nice home splashed in other factions, it has resources, units, and removal. Just be sure to remember the Sith only drawback.
Last, but not least, we have the Dark Trooper Project. Standard 5-1, yada, yada...wait. Wow, now that is an insane effect. Not while undamaged, just straight up, all committed guys are elite. There is zero, zilch, nada, no downside to this objective. Good way to start out Navy.
Rating: 5 of 5
General Mohc: A new main for the Imps, and what a main. Mohc is a walking Orbital Bombardment, kind of. The 3 health is really nice, the resource is there if you need it, and he is an officer for any kind of combos that can come from that. I really wouldn't suggest Apologizing with him though.
Rating: 4 of 5
Phase 1 Dark Trooper: Pretty straightforward unit. The 2 cost issue for one health is kind of weak, but the 2 unit damage, and always committed bonus make up for it. They are great to drop with Mohc late game and blow up those last couple objectives to clock the dial, or you can drop them early to hold the force and clock it the boring way. The trooper trait has its own bonuses as well, 3 unit damage when Veers is out is very nice.
Rating: 3 of 5
Experimental Tech Lab: Here we have, hands down, the best resource providing card in the game, not named Sith Holocron. If this is in your opening hand, and you see ANY unit, keep it. This pays for itself in one turn, not two like Control Room. What makes this better than the LS version, is the fact that you are going to win the force struggle 99% of the time on the first turn of the game. The LS may still have to work at it for their Safe House to kick in. Just an incredible resource.(no it doesn't need errata, IMO)
Rating: 5 of 5
Heat of Battle Great way to end an excellent objective set. Giving the Imperials a second set with Heat of Battle is a really nice bump for the faction.
Rating: 5 of 5
Set Rating: 5 of 5 Easily the best overall set in the pack. It has the best objective ability, The best resource, a solid main drop and some nice support units. This can be used in a trooper deck, a control the force Sith deck, but perhaps its best with Scum. Making Jabba, or Bossk elite? Bossk is going to be seeing an uptick in use anyway, now that characters are making a comeback. You also get the resources, also helping Scum. Can't get much better than this for a way to start a cycle.
Well there's the review of the pack, sorry its a bit late, life and work can sometimes get in the way. No new decks this time, but there will be a flurry of testing to come!
If you can read this, you don't need glasses.
- mischraum, Budgernaut, scantrell24 and 3 others like this
8 Comments
Great article... You're right, The Dark Trooper Project IS the best OS in this pack, although I'm still waiting the synergy The False Report will have with the other S&S sets that will appear in the next packs
I agree with most of your points, however, I honestly think DTP and H&L are too close to call. Both of them do some crazy stuff for each side. H&L allows for multiple attacks and taking the force back. DTP has a great resource and making stuff Elite is really good.
I tried Jan's yesterday and she has some tricks up here sleeve but she gets shot down pretty quick by Vader and his Force Choke. I was lucky that I was playing against a Navy/Scum deck so I was able to pull a few shenanigans.
Jan's objective actually works really well with Kyle's, pairing with Jedi can get you the guardians. I think the first trial with her set may look like this:
Forward reconnaissance x2
Evacuation Procedure x2
Heroes Journey x2
Heroes and Legends x2
Secret of Yavin x2
Hoodie Han works well with both H&L, and Forward Recon. Bright hope is never going to die or be locked down, plenty of resources as well.
I'm calling him this from now on.
It is kinda catchy.
And what actually worries me about the Tech Lab is that probably all factions are gonna have a resource mimicing this one, so a Sith Control deck could potentially have 4 of these in a deck, and if you think having one out is powerful, you should see having two, you literally drip resources.
Second, Dark Troopers are better than anticipated, not worse. My imperial deck now can control the force, regularly, which it could not before. It used to be a regular 7-8 turn win due to the slow build up from trading the force back and forth (if I was lucky). With those 1-2 extra points towards the force I manage to keep around regularly now, I can actually keep it to get my 2 points on the DS dial.
You're right Colsanders. Freeholders and the pod are over rated. The Smugglers deck actually lost for a change when this pod was added.
H&L Rocks, mostly for Kyle who is a beast. Got a Lightsabre and a Soresu Training (yeah, that ****** one from Yoda's pod everyone hates) on him and suddenly I had a splittable 4 damage every turn. No one wanted to block him...and everything that did died. With a double strike and trust your feelings drawn in turn 3 I wiped out my opponent by turn 4.
Jerec and his pod are solid. Money is huge in Sith, even at a 2-1 cost ratio. His ability is great. My friend tried him in combo with Night Sisters to remove them from the force and re commit them to damage objectives again (among other combos). Force Storm is a game changer when you play it. LOVE Echos of the force...especially when you get to do "common knowledge" game no-no's like committing Luke to the force on your opponent to slow down his attack/defense.
REALLY like the new pack, excepting the freeholders...can you tell?