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Stay On Target - It's Not Easy Being Green
Deckbuilding in Star Wars: the Card Game has always been an interesting exercise. The objective set system, for better or worse, can make putting together a deck a very simple (only 10 “choices†to make), yet occasionally nuanced affair. Much of the time, there will be a core group of sets that make up the basis for whatever archtype is being put together. Examples of these core groups would be Emperor’s Web/ Fall of the Jedi/ Counsel of the Sith for Sith Control and A Hero’s Hourney/ In You Must Go/ The Secret of Yavin 4 for most Jedi builds.It’s these core sets that make up the beating heart of the deck, and after they are in place, the last few sets can be tinkered with based on what decks you expect to see and how the deck plans to win overall.
The Scum and Villainy affiliation presents some unique problems that don’t make themselves as apparent for the other 5 affiliations. Most deckbuilding processes will follow a fairly simple pattern:
- Find a theme/ strategy
- Build a group of core sets to work from
- Add sets that augment that strategy
- Trim that number until it gets down to a manageable 10
Problem # 1 – Resources.
Let’s start with one of the basic principles of Star Wars deck design – proper application of resources. Here S&V presents its first (of many) challenges. Only 2 sets actually come with basic resource enhancements: Jabba’s Reach and Carbonite Transport. Jabba’s Orders also gives us Jabba’s Palace, an incredible resource that does extra duty as a health booster and 3 icon Edge winner. The rest of the resources are spread among units like Bib Fortuna, Ugnaughts, and Outer Rim Pirates. While these units are usually decent in quality (especially Bib), basic resource enhancements are so important that playing Jabba’s Reach and Carbonite Transport is almost a must in our situation. When things get rolling, Bib and the Pirates can produce a crazy amount of resources, facilitating the use of lots of Scum’s big hitters. Unfortunately, they are still units, and you are one super-powered Luke Skywalker away from being stuck with tons of 5 cost units in your hand the whole game.
Problem # 2 – “Scum and Villainy Only†Objectives.
There are currently two Scum and Villainy only objective sets, and they are both very strong. Lucrative Contracts offers a powerful objective, as well as incredible support in Twist of Fate, Explosive Charge and the two Corrupted Officials, who fit naturally into a Scum only build. This is also part of what makes this set odd. Because this set is Scum only, it is an all or nothing proposition. Corrupt Official becomes poor in a deck that splashes this objective, as it will only usually have 2-3 targets to save. Because it is Scum only, it cannot be used on the other end of the typical 7-3 or 8-2 split.
The other Scum-only set, Feeding the Pit, is one of my favorites, offering a strong resource character in Bid Fortuna, a giant wall in Krayt Dragon, and an excellent support card in Spice Visions. Again we have a set that clearly looks to other S&V sets to reach its full potential. Feeding the Pit, combined with Capture cards and Carbonite Transport, can offer huge card advantage, extra resources with The Almighty Sarlac, and healing potential. As a splash, this set cannot utilize its objective for much, and as the set doesn’t have any capturing cards itself, its function is very limited on its own.
Problem #3 – To Capture or not to Capture.
Here’s the big one, the one strange issue that really makes S&V a tough nut to crack. The main feature of Scum and Villainy is the capture mechanic – solid ways to remove any character (or card) from play, regardless of protection, shielding, or save effects. And while capturing can be a strong mechanic, the problems with it are twofold:
- Some of the hoops you have to jump through to make capturing work are tough. Cards like Bossk and Bounty are good examples of this. Their effects can be powerful ways to remove strong cards from play, but their drawbacks can be pricey. Bounty can be destroyed if just one Edge battle goes south, and Bossk is double-focused for his effect, which only allows him to capture exhausted characters.
- Then there's the underlying problem of capturing in general: your opponent can get the cards back later, leading to the return of problem cards when you don't want to see them the most.
- Feeding the Pit is amazing with capturing, yet it has no capturing itself.
- Carbonite Transport is a great way to filter cards into Feeding the Pit and Jabba’s Reach, yet it too has no capturing cards.
- The Tatooine Crash gives you repeat capture, but only with Carbonite Transport AND either Jabba’s Reach or Feeding the Pit can it really be turned into something worthwhile. Without all three objectives out, each becomes average to substandard. Carbonite Transport is borderline useless by itself, except for the rare instance when you need to save a captured card from being reclaimed and can do it far enough ahead of time.
- Speaking of The Tatooine Crash, if you don’t have one out first turn, Weequay Elites look pretty bad at 4 cost.
- So what else do we have for capture cards? Capture is probably the most powerful, kind of S&V’s version of Force Lightning. What set is it in? Hive of Scum and Villainy, which includes the average at best Greedo and his two below average chud companions. The objective itself barely registers. A steep price to pay for Capture and a Bounty.
- Most other capturing is pretty unreliable. As mentioned before, Bossk’s effect is nice, if pricey, and Bounty can be equally risky. Get Me Solo! is frequently a complete shot in the dark; the Hunters will rarely ever get the units that really matter, as they will be played first thing during your opponent’s turn; and Boba Fett is still the poster child for underpowered.
- Ironically, Cruel Interrogations and Take them Prisoner are far more reliable capture sources than most of what the Bounty Hunters have to offer. Want to play one of those? Looks like you will be missing out on Lucrative Contracts and Feeding the Pit.
- Want to let go of the capture-based objectives a little and go for pure value? Great! Except that many of the better value sets (Jabba’s Reach, Feeding the Pit) do get much of their value off captures. The two copies of Spice Visions (one S&V’s best cards) come with Feeding the Pit, which is based on capture combos and The Shadow of Nar Shadda, which is based on, near as I can figure, severely overpriced units that don’t really do much. At least Lucrative Contracts packs a punch on its own.
Afflilation:
Scum and Villainy (Core Scum and Villainy)
Total Objective Sets: 10
1x Jabba's Orders (47-1)
Weequay Elite (47-2)
Weequay Elite (47-3)
Jawa Trading Crawler (47-4)
Jabba's Palace (47-5)
Get Me Solo! (47-6)
Outer Rim Space Pirates (57-2)
Corrupt Official (57-3)
Corrupt Official (57-4)
Explosive Charge (57-5)
Twist of Fate (57-6)
Jabba the Hutt (81-2)
Jabba's Pleasure Barge (81-3)
Gamorrean Guard (81-4)
Prized Possession (81-5)
Reversal of Fate (81-6)
Jawa Scavenger (82-2)
Jawa Scavenger (82-3)
Sandcrawler (82-4)
Utinni! (82-5)
Twist of Fate (82-6)
Slave I (84-2)
Traitorous Wing Guard (84-3)
Prized Possession (84-4)
Tractor Beam (84-5)
Target of Opportunity (84-6)
Bossk (85-2)
Trandoshan Hunter (85-3)
Trandoshan Hunter (85-4)
Bounty (85-5)
Heat of Battle (85-6)
Bib Fortuna (86-2)
Krayt Dragon (86-3)
Gamorrean Guard (86-4)
Spice Visions (86-5)
The Almighty Sarlacc (86-6)
If there is a bottom line to how I feel about Scum and Villainy, it’s this: When they are firing on all cylinders, they are very good. They can create massive card advantage, remove threats from play, prevent and heal damage, and do some very cool things. Getting all of that to happen on any consistent basis is the trick, and when the combos misfire, they leave you in a pretty rough position sometimes. So now that I’ve talked about the rough patches, have any S&V builds worked for you? What combinations have you found useful? Please, tell me I’m wrong and Scum and Villainy is poised to break the competitive scene wide open!
Until next time!
- mischraum, Laxen, bigfomlof and 3 others like this



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18 Comments
Moreover, I think the suggested deck listed above is a little too scattered. A mono Scum deck needs more unity amongst objectives and sets. That said playing x2 of each objective and parsing it down to more synergizing objectives is far more effective.
HERE HERE!! *raises glass!
As far as the deck being scattered, I agree, but I feel that if you're going to play mono-S&V you have to break it up a little. I don't think any 5x2 mono-Scum build can be all that great at this point, given the nature of their sets (hence the frustration!). I'll definitely keep at it because I enjoy playing them, but I don't think I'm going to find a 10 set that I'm in love with. The fact that Capture comes in Greedo's set is a real killer for me.
why you think that is a bad thing? i personally think that is maybe scums strongest pod maybe i am crazy
I guess this depends on how popular the Unblockables deck becomes, as Hive has 3 2 cost guys in it. I'm really, really not crazy about 2 cost units that have the icons that Paid Informant has in the grand scheme of things. I also don't care for the objective too much. Mzybe I'll just have to play it more to warm up to it.
scum is really lacking in quality units, be it big guys or chuds either one.
one thing that really annoys me is, while there is quite a bit of capture it all has different requirements/restrictions/conditions for them to work and that makes building a consistent deck nearly impossible. bossk only captures exhausted character units, utinni only captures enhancements, bounty only works if you don't lose a edge by 3+, z-95's only capture units out of hand, boba fett only captures character units from table, get me solo! only captures units out of hand, the tatooine crash captures anything off the top of the command deck.
then you have objectives/effects/events that only activate based on certain types of capture. bespin exchange and bounty collection needs units captured from play(so no z-95's, or get me solos). The hunt for solo requires units to be captured there for it to go off(so no utinni!s, or moving captured units there). Lucrative contracts only pulls extra focus off mercs and BH's, which suprisingly, S&V lack lots of, even the paid informants, trandoshan hunters, bib fortuna, Z-95's, assassin droid, aqualish thugs, and the slave 1 are not BH or mercs. Slave 1 needs a cards captured at each objective. feeding the pit requires captives and damage on it for it to truely be effective.
I think alot of the abilities should just have been based on captured cards, making no distinction between enhancements/units, and where they came from. as it stands, this is a very limiting factor for alot of combos. Like Boba fetts objective and bounty collection. if they both worked on any captures period, and activated when, say, the tatooine crash captured a card from the command deck, that would be useful as it could allow you to use 2 resource objectives every turn, like Mobilize the squadrons do EVERY single turn without needing any other cards to use.... and the hunt for solo doesn't work with cards like Utinni!
I just see so many missed opportunities every time i attempt to build another scum deck. the Bad news is, since this was THE big smugglers/scum release, its likely going to take a good many packs to get scum into a good place competitively, and consistently. The good news is, we have plenty more good scum characters yet to be released so that have alot of room to improve the state of scum when units like IG-88, 4-lomm, zuckuss, prince xizor, dengar (which i am already worried about with his 4 cost, 2 health, 2 combat icon self), and more.
One thing i would like to see in the upcoming cycle is a new boba fett as a strong marquee character unit, but we'll see, i won't hold my breath....
The Hunt for Han Solo objective doesn't have a built-in capture effect. The only way you can capture cards there is with other cards (like Utinni!, Get Me Solo!, Bounty, Boba, Z-95). You just use the effect and choose Hunt as the capture location. (Core rules, p. 26)
Capture is a very powerful effect. I suspect the hoops are there because they need to be. I certainly had games pre-EoD with my Sith-splash Scum deck where I was never able to get it to fire to power other effects (which, with that deck, mainly had the effect of making Weequay's too expensive to be worth it). But there are enough now that, with some clever play (i.e., cheating Bounty into play with Jabba right before it will fire rather than playing it on your own turn), it can work really well.
It's definitely challenging and requires a different playstyle than we're used to, but it's far from terrible.
I'm not even sure what this is in response to. I am fully aware of how the hunt for solo objective set works and its uses. My point is that the ONLY capture effects that will work with the hunt for solo are units being placed there when they are captured. in other words, you can't move unit cards from another objective via carbonite transport, nor can you place captured enhancements there via cards like Utinni! to get it to go off.
it has limited uses as of now, and the set as a whole is one of the weaker sets.
of all 6 affiliations, scum is easily the weakest faction. they on a consistency level with early rebels, and then their big strength, capturing, can end up hurting you as much as helping once they destroy an objective with a bunch of captured cards on it.
capture is an event that costs 3, can only be used on your turn (another hoop) and captures unit that can be rescued. force lightning is an event that costs 3, and removes an exhausted unit from play (also allows Vader to ping someone when used) It's infinitely a better card, and more permanent removal.
to "cheat" bounty in, you need jabba out, you need a bounty in your hand and you have to not defend with jabba. That's somewhat of a tall order to get it to go off. furthermore, unless your running both sets of hive and trandoshan terror, you have but 2 copies of it.
cards like get me solo, z-95 are unreliable forms of capture and can't be relied upon. the sets that do have reliable capture have no resources, and the other sets require 2 or 3 other sets to work well, not leaving room for enough of the reliable capture sets. the most reliable capture set, the tatooine crash requires about 2 other sets to be useful. It's a cycle that kills much of the synergy.
You can try to convince yourself of scum being good, but no amount of play style change will help them. sets that actually have good synergy and reliable units/capture, and a resource will.
as far as force lightning vs bossk goes, i'm not sure how you find it odd, but here is why i find them to be completely different and FL to be far superior. first off force lightning is cheaper by 1, 2 if you have the emperors web objective out. FL synergizes with cards like emperors web, darth vader, and emperor palpatine himself. FL can be cast on your opponents turn, bossk can't. When you successfully FL a unit, they are dead and gone into the discard pile.
Bossk costs at minimum 1 more, and possibly 2 more. bossk's capture can only be used on your turn, during your deploy phase, and on an exhausted unit. thats ALOT more stipulations than what FL requires and is cheaper. Sure you get a unit with the possible capture, but he is double focused. thats a pretty harsh penalty for a captured unit and likely thats the only thing your going to be doing on your turn at 4 cost. Captives can be rescued via many ways now, renegade squadron, mission commander, rescue mission, or simply blowing up the captives objective. a discarded card is much more likely to stay discarded than a captured card is to stay captured.
personally, i would rather run 2 greedo sets over bossks because i feel like capture is more viable. the problem is neither set has a resource, so that hurts if you want to include 2 of each. both sets chuds i put on about the same level. not great, trandoshans ability isn't going to be able to be used all the time, and paid informant has no ability but at least it has some objective damage, something that scum as a whole is lacking.
i will stay optimistic about future scum sets because we are still missing 4 of the 6 "famous" bounty hunters, and i am hoping FFG will start to bring some of these sets together with a bit better design and synergy with new sets. i am really excited to see dengars set even though he is 4 cost with 2 health (that scares me), i'm hoping his ability is good enough to make his 4 cost a good deal, or at least reasonable. And since Boba fett (and his set) is near worthless, i will say i can't wait for my second favorite BH, IG-88 to be released.