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SWLCG "A Wretched Hive" Force Pack Review - Dark Side

Star Wars LCG Community Review doctormungmung yodaman pantsyg Majestaat Yodas Hut Mos Eisley Mafia

The Emperor's Cabal (238-1): 14 out of 15 possible points.
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doctormungmung (4/5) – Card recursion is solid, especially when they are cards you really want to see. Sith pretty much live and die by their events, so getting to use them more often is a big plus. We all remember how much of a pain it is when core Palp pulls back a Force Lightning to destroy a third unit. Now you can sort of do that for the relatively easy “cost” of winning a force struggle (on your or your opponent’s turn). Cards in your deck aren’t as good as in your hand, having the chance to see them again is still pretty big. While a lot of Sith events are pretty poor edge cards, there are a few that are worth edging (the Desolation of Hoth comes to mind). So even if you don’t want to use the cards for effect, the objective can help you win your edge battles over the long haul.

yodaman (5/5) – I’m a big fan of this objective. Anything that lets you bring something back from discard so you can potentially play it again if you draw it is pretty powerful. Sith can often win Force Struggles thanks to mains like Palpy and Vader so you have a pretty good chance of triggering this. The fact you can get any event, not just Sith events, with the objective’s reaction is incredible since that means you could get back things like Superlaser Blast or Captured if you are running a mixed affiliation deck.

Majestaat (5/5) – Sith like their events. Sucks to discard the likes of Force Lighting, but you just can't afford to hold it until it's useful. You may also want for Vader to show up before spamming Chokes. Well, Cabal solves those problems. Edge those Lightings, spam Chokes anyway. You just need to win a Force Struggle to get ANY of your events back to your deck. This has been incredible in testing.
One thing to note is that it can severely slow down a match in real life, as you'll be doing a lot of extra shuffling. Take that into consideration if you want to take this for a tournament.


*Sim Aloo (238-2): 10 out of 15 possible points.
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doctormungmung (3/5) – As we learned from Gardeners Secret, there are some pretty good non-limited LS enhancements. Echo Caverns, Luke’s Lightsaber, Bo-Rifle, heck, even Lobot’s shielding enhancement. Getting to clear those from the table for effectively no cost is pretty strong. Although you won't be doing that all that often, because you need to both keep an event in hand and make sure Sim gets to strike (two health and non-elite work against him in that regard). Even still, he’s got a black tactics and three force pips for three cost, which is solid. And if you don’t want him on the board, he also works perfectly well in an edge stack.

yodaman (3.5/5) – The main in the set is a bit underwhelming. For 3 cost you get a 2 health unit with 1 black tactics and 2 white guns. While the tactics are nice, the low health makes Sim vulnerable without protectors around. His reaction is neat since you can reveal an event card of any type to return a target non-limited enhancement to the top of its owner’s deck. This could be good if you opponent has a Lightsaber, Shien Training or Resupply Depot out, but at other times, it could be a bit too situational.

Majestaat (3.5/5) – Even though Sim isn't terrible, he's not someone you're happy paying for either. He's a feast or famine kind of guy. If you win edge, he dishes out decent damage, focuses someone down and even deals with an enhancement (not so rarely a resource!). If you lose edge, you likely lost your investment, because he's quite squishy.
3 pips makes him relevant enough in or out of play until you're sure he'll be safe when going into combat.


Imperial Senate Guard (238-3): 14 out of 15 possible points.
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doctormungmung (4/5) – Two cost chuds with two guns are decent, but nothing really special. But this guy brings basically a free shield wherever you want it once each turn (your’s and your opponent’s). Sith will never have a problem playing events, and being able to put a shield on a card (unit or objective) at action speed by doing something you were going to do anyway can really mess up your opponent’s math.

yodaman (5/5) – On the other hand, this chud is outstanding. He’s 2 cost with 2 health and a white and black gun, but his ability is great. All you have to do is play an event and you get to put a shield on a target Sith unit or objective.That can really mess with your opponent’s strike plans if you play it mid-engagement.

Majestaat (5/5) – Sith Warrior on crack. Same average body (minus Force Sensitive), but much more shields over time, and you have greater control over when and where you get them. Doesn't even matter if the Guard is buried under focus tokens. He's pretty silly both with Chokes and Royal Guards. Gain extra defense while dealing damage, and make your protectors unkillable. That's dumb. Add in Cruel Procedures and it gets worse.


Executive Override (238-4): 11.5 out of 15 possible points.
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doctormungmung (4/5) – This card might have limited use, but three edge is great for all those other times. But really, those limited uses are great. Stop Shien Training or Old Ben’s Spirit in its tracks. Who cares about Spiders? Resupply Depots? Pfft. Even just stopping the extra refresh off a force resource can definitely be worth it if it keeps your opponent on low resources for a turn (particularly if you’ve been removing their units with all your other events….).

yodaman (4/5) – I love free events. While this card is a bit situational since you can only use it to cancel the effects of an enhancement that’s triggered, it’s free and it has 3 force icons. I’ll take that since it’s useful in an edge battle if you don’t have anything obvious to use it on.

Majestaat (3.5/5) – This card has been fairly useful with so many people playing Echo Caverns once again, but it's honestly pretty average in most scenarios. Those three pips are a rather big deal though, as coupled with Cabal, it means you have a decent chance at drawing into healthy edge hands without having to sacrifice your mains everytime. This is actually even better than it sounds, and perhaps I should bump its score due to that alone.


Cruel Procedures (238-5): 11.5 out of 15 possible points.
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doctormungmung (3.5/5) – On the surface this card seems pretty great. Shift damage around? Sure. Moving one damage provides a two damage swing, which not only saves a unit of yours but likely dooms one of theirs. But, in reality, this even is a little challenging to play. You can only affect participating units, which really cuts down on things. That means putting your damaged units in harm's way. And if they’re running a tactics machine, even getting a single unit in to oppose can sometimes be a bit challenging. Generally it’s a reactive vs a proactive event, so the LS will usually get to do something before you play this. And if you don’t have the resource, or the situation doesn’t arise, it’s a terrible edge card.

yodaman (4.5/5) – This card can be really powerful if you time it right. For 1 cost you get to move a damage from a participating Sith unit to a participating LS unit. Not only will that help keep your units alive, it can help take out one of your opponent’s units. The fact it has no force icons keeps it from being a 5 in my eyes, but anytime you win a force struggle, you can return the event from your discard pile to your hand so you always want to play it or pitch it for your discard since you can get it back.

Majestaat (3.5/5) – This gets close to a 5/5 with Emperor's Web out, finally making that objective a serious contender in your opening flop. Clear perfect score if you also happen to have a Protector in play. That may sound like a lot of conditions, but it's fairly easy to achieve, really, and it makes the card both very playable and impactful. Have seen far worse combo cards in the past.
Worth noting it works against vehicles.


Preparation and Planning (238-6): 11.5 out of 15 possible points.
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doctormungmung (4/5) – Sith have expensive, devastating events. How could this not be useful?

yodaman (4/5) – I really like this fate card and it’s probably at its most powerful in Sith decks since Sith relies heavily on events. Now you can play things like Force Lightning for 1 or Rage for free if you can get this to trigger. Just watch out for Twists.

Majestaat (3.5/5) – Makes Cruel Procedures a bit more playable, though you'll want to see this for big events like Force Lighting, Deadly Sight and Rage. It may be a bit worse here than in Resourceful Survivors since you don't really need the discount for the events in this pod, but considering the other mentioned Sith tricks, I think it's a fair score overall.


Overall: 12 out of 15 possible points.

doctormungmung (4/5) – If Sith needed a reason to dust off some of their old sets (core Vader hasn’t been seen around all that much lately), this set is a big reason to do that. While not the current hotness of Scum, or the recent hotness of Navy, Sith have never been down and out, and getting a support set that really buffs their core strengths will help diversify the DS meta. Non-vehicle units need to really consider running protect if Core Vader is going to make a comeback, which I think this set will facilitate nicely.

yodaman (4.5/5) – I like this set a lot, but for some reason I can’t give it a 5 The lackluster main, lack of resource and situational cards knock it down a peg in my eyes.

Majestaat (3.5/5) – This would be the score for most builds. More like a 4 or even 4.5 in good ol' Web/Fall/Counsel decks, where it really impressed me, playing like clockwork in almost every game. You get to pull simple, yet very powerful combos at an extremely cheap price. However, even in such a build it will have fierce competition (ex: Bureaucracy).


Pattern Analysis (239-1): 10 out of 15 possible points.
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doctormungmung (3/5) – Navy isn’t known for their non-vehicle enhancements. Now, if you include Pilots, then sure, they’ve got a ton, but no vehicles means no pilots. Which means that it’s going to be tough getting much out of this objective. It can help support Sith to some level, with all their lightsabers. And Mara or Vader with edge 1 is a lot more scary than they normally are, which is considerable. But there are other cards in this set that don’t work well with splash decks very well, so in the end you’re stuck using this in a Navy combo deck that has limited combo cards (non-vehicle unit enhancements).

yodaman (4/5) – The ability to gain Edge [1] can’t be underestimated even if it’s restricted to non-vehicle units that have enhancements on them. You’ll need to build your deck with that in mind in order to maximize the potential. Fortunately, the fact it doesn’t require any specific affiliation to trigger means you could use it with Sith and their lightsabers or Scum and their Vibroknives in addition to the enhancements that come in this set or Promotion.

Majestaat (3/5) – Not bad, but it's seriously lacking support. Vehicles would benefit greatly from this text (maybe a little too much...). So would Sith with their sabers (not like they don't benefit, there's just not enough synergy between this pod and Sith stuff). But enhancements for Navy characters? Not many. Not even previewed, and thus, I'll play it safe with the score.


*Agent Kallus (239-2): 13.5 out of 15 possible points.
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doctormungmung (4/5) – Kallus (ugh, more Star Wars “pun” names), if you ignore his name, is a good unit. All black icons, three health and force pips for three cost is a steal. While he doesn’t have tactics (like most officers), he does like blowing up objectives with his two black blast. And when those objectives go pop, he gets to single handedly take out all those problematic units associated with it. If Luke or Yoda have been giving you headaches, just go after A Hero’s Trial, or MTFBWY. MTFBWY is a particularly juicy target because not only can you get Yoda, but any Nudjs on the board will go pop and give you extra dial tics. Or this could be a mini-Moment of Triumph vs a swarm type deck. The only downside to Kallus is that he isn’t elite. But really, with the rest of what he brings to the table, that’s not that bad.

yodaman (5/5) – I really like Kallus. He comes with a great offensive spread of all black combat icons (2 blast, 1 gun). He costs 3 and has 3 health so you can get him out pretty easily and he’s a bit harder to kill. He’s an officer which means you can give him Promotion. He’s unique so you can use him with Imperial Fist. On top of that he has a pretty crazy ability since while he’s participating in an engagement and you destroy an objective, you get to destroy all units that match the objective set number. You could even be really sneaky if you want and declare him in an attack then Superlaser something else to take out a bunch of units at once.

Majestaat (4.5/5) – Zeb's best pal comes with great stats all around, working pretty well on his own, unlike our furry friend. Unlike Zeb, however, Kallus doesn't really become much better when you try to support him. But hey, who cares when he's a walking nuke? Just bring in some extra blast on the table to take objectives down quickly, obliterating the LS forces in the process.
Again, a shame that Pattern Analysis doesn't work with vehicles, because it's exactly those which pack the biggest punches in the blast department.
And is it just me or does Kallus look really old in this artwork? Sure look younger in Rebels.


Academy Engineer (239-3): 10.5 out of 15 possible points.
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doctormungmung (3/5) – Well, if you’re going to be running enhancements, getting a search for them is not a bad thing to have. This guy is basically a Rahn’s Guidance for enhancements in unit form. He’s cheap, brings blast, and can dig some either a combo piece or part of your economy, whichever you need at the moment. Unfortunately, unlike Rahn, he doesn’t help set up your next draws. That would be particularly mean with things like Give in to Your Anger. While nothing particularly special, there are considerably worse ways to spend one resource.

yodaman (3.5/5) – A cheap, cost effective chud. He’s got 1 health for his one cost and he has a white blast if you need it. The Engineer lets you search the top 5 cards of your deck for an enhancement, reveal it, then add it to your hand. If the deck is built around enhancements you can take advantage of this.

Majestaat (4/5) – Decent body that'll help Kallus get the party started with fireworks while also contributing to gain the buff from Pattern Analysis. It's important that his text works for any enhancement, so you can also draw a resource in a pinch. That can actually save you from poor draws early on.


Squad Leader (239-4): 12 out of 15 possible points.
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doctormungmung (3/5) – Look, an enhancement! And it costs zero, which is always good. And it gives the enhanced unit elite. All good things so far. And it’s got two force pips, which is decent edge. But that’s about where it ends. It’s only good on troopers or Navy character units. A lot of the character units that have the longevity to stay on the board (ie, officers), are already elite (Tarkin, Thrawn, Zed). Although getting Mithel to be elite can be a pretty good return on investment. Other key targets include Snowtrooper Vanguards and the 501st Legion. But I feel like most of the time this card will wind up in an edge battle, unless we get some more enhancement combo-buffs.

yodaman (5/5) – A free enhancement that makes a trooper or Navy officer unit elite. What’s not to like
about that. Give it to Kallus or a Stormtrooper Assault team to keep them from getting locked down.

Majestaat (4/5) – Probably haven't experimented with enough pods, because it feels like I never have many good targets for this. Mostly Kallus, and everyone else is already elite or isn't quite valuable enough to want elite. Should probably give a try to Reserve Troopers, but they always do a fantastic job at disappoinging me when I convince myself they deserve another chance. Motti could be another good target. In any case, it's elite for free and it has two pips for when you don't need that. A good deal is a good deal even when you're too dumb to make it work.


T-7 Ion Disruptor (239-5): 13 out of 15 possible points.
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doctormungmung (4/5) – Troopers and Officers get a Bo-Rifle. That’s not a bad thing, but again, that’s a limited number of targets (at least the Bo-Rifle only wants Smuggler Characters, which is a fairly wide deck building space). That said, a recyclable extra unit/blast damage can be significant. Particularly if now your unit is bumped into the three unit damage range. But the best equipment is likely to go on an officer who isn’t afraid of seeing combat, like Kallus or even Thrawn. You can do some pretty degenerate things with this and a lot of free resources if you combo it with Precision Fire.

yodaman (4/5) – This is the DS version of the Bo-Rifle. It costs 1 and you can give a Navy or Trooper unit a white blast and black gun. You can also play it from discard as an action which means you can always pitch it and get it back.

Majestaat (5/5) – Bo-Rifle for the DS. What was said there applies here. Troopers in particular have poor strike economy and are usually lacking in the blast department, making this a great addition to their arsenal, even if the set as a whole isn't quite geared towards them.


Well Equipped (239-6): 11.5 out of 15 possible points.
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doctormungmung (3/5) – At least you get four enhancements to try and combo with this fate card in this set, but in general, you might find useful targets for this pretty slim if you are sticking with straight Navy (or say non-vehicles be damned and toss this into a pilot deck). I understand why this went into this set, but I think much better use could have been gotten from a Heat or even a Target. But, it is a combo set, after all, so toss in more combo cards.

yodaman (4.5/5) – Removing tokens is pretty powerful. I like this fate card and it synergizes well with the set.

Majestaat (4/5) – Not as versatile as in The Last Warrior, but still fairly good. The more objectives Kallus gets to destroy, the happier the Emperor will be.


Overall: 11 out of 15 possible points.

doctormungmung (3/5) – As I just said, this is a combo set, but it’s a combo set where most of the combo pieces are in the set to begin with, thus limiting its overall worth. If there were more Navy character enhancement, so if the two enhancements in this set weren’t keyed basically to Navy and thus you could splash it more easily, I’d have a higher opinion. As is, it basically screams to be combined with Promotion and go for the whole officer thing, which has always seemed kind of iffy to me. But, I know people who have had luck with that, so I guess this set is for them. Maybe I do have to try this with Tagge, though, to get the board wipe combo off with the rifle and Precision Fire...

yodaman (4.5/5) – Another strong Navy set that should find its way into aggressive Navy builds and other decks that rely on unit enhancements. It synergizes well and has 8 icons but no resource. Luckily, a lot of Navy sets have resources can that doesn’t hurt too much.

Majestaat (3.5/5) – Good cards, good internal synergy... little external synergy, which is why I'll play it safe with the score. Even though the potential is there, I'm thinking it'll take at least two more pods to make it really playable at high level.


I Don't Like You Either (240-1): 15 out of 15 possible points.
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doctormungmung (5/5) – This card is like if someone put Trust Me and Chain Reaction into a teleporter pod and zapped them across the room, creating an unholy union of the two. And by that I mean this is a great ability. There are a large number of events out there that getting to play a second one for zero resources would be a no-brainer. Three right off the top of my head are Captured, Force Lightning and Shadows of the Empire. You do have to be careful, though, because you will be helping the LS get closer to their win condition. But you can throw Yularen in the deck and turn that negative into a positive. This objective can just have such a huge effect on the board state, even if you never use it. Just the threat will adjust how your opponent plays.

yodaman (5/5) – This objective text is great. For the cost of 2 damage, you get to copy the effect of an event card and you can copy from either player. Use it to copy Captured or Force Lightning to remove 2 threats at once or use it to copy a Rebel Assault or a Bamboozle and mitigate the effects. It’s Scum affiliation only, but this objective is very versatile.

Majestaat (5/5) – This is dumb. It would already be really good if it only copied Scum events, while also having great projection for the future because we'll always be seeing new events. The fact it works on just about any event (even your opponent's) pushes it really far. Good thing it's S&V Affiliation only, or it would be way too easy to abuse. Add a couple Sith pods to your Scum core and you'd be set (you can do the opposite tho').
Now dealing 2 damage is a sensible risk, but definitely worth it, and it's not like Scum lacks the tools to keep objectives around for longer. The Hunters, Jabba's Palace, Corrupt Officials and Fortified Holding Cells all can help.


*Dr. Evazan (240-2): 14 out of 15 possible points.
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doctormungmung (5/5) – Cheap tactics with enough health to stick around, and a couple of force pips for holding the force make a decent unit. Add on to that a free action ability where you get to blank a LS unit? Holy Moley! Now there is a bit of setup involved, in that you need a unit with the same cost, but that’s not terribly hard to come by. Four cost units are a dime a dozen, so blanking Luke/Han/Ashoka/Zeb/Crow/etc is almost guaranteed. The harder one will be getting a three cost unit out to blank the ever-present Yoda. But they do exist, so it’s not out of the question. The good Doctor is like if Tarkin when to evil medical school. Tarkin is a beast, and so is Dr E.

yodaman (4.5/5) – Dr. Evazan comes with a variation of IE Tarkin’s ability. As an action, you can blank one of your card’s text boxes (except Evanzan’s himself) as well as one of your opponent’s cards text boxes as long as they have the same printed cost and the blanking occurs until the end of the phase. To maximize the potential, you’ll want to have units with a variety of costs. Being able to blank Luke, Home One, Falcon or Yoda during conflict will be very sweet. He only has 2 cost and 2 health, and his combat icons are so-so.

Majestaat (4.5/5) – Cheap unique with good stats and a great ability. Not as abusive as Tarkin's blanking, though not as expensive either. Only clear downside of the Doc' is requiring a proper costed unit at the right time. That's fair, considering how strong his ability is.


*Ponda Baba (240-3): 13 out of 15 possible points.
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doctormungmung (4/5) – First a fantastic control unit, now we get a beatdown stick. Ponda Baba has four black icons, split evenly between unit and blast damage. So he’s equally good killing units or objectives. He is brash, and needs to go into the first engagement each turn, but you can work around that, either by not declaring any engagements, or making sure you attack with him on your turn, eating through your opponent's objectives and keeping old walrus face from having to defend against the tactics chud. All that would be a decent unit, but he also gets a half cost discount if your opponent has a unique character! Four black icons for two cost? Nuts! I could probably bump him up to a five rating and not lose any sleep, but I’ll stick with a four because of his hot headedness. He did lose an arm, after all.

yodaman (4.5/5) – A powerful unit which has a bit of a drawback. You get to play Ponda for 2 if your opponent has any unique characters on the table and that’s great. However, Ponda must participate in the first engagement during a conflict phase if able. The fact he has 2 black guns and 2 black blast makes him a force to be reckoned with, but you do have to time things right to get the most out of him. He’s probably best as an offensive weapon since it gives you more control over when he participates.

Majestaat (4.5/5) – He's just way too cost-effective, and is still more than decent if you have to pay his full cost, though you'd rather not have to play him T1. Later on, you'll have to rely on the Doc' or some more careful planning to avoid Baba's text from screwing you by allowing the LS to put down some tactics or burn some of your cards in edge because you can't afford that. Again, not a huge drawback. Just don't declare any engagements at all if you don't want Ponda to go around causing a ruckuss.


Coerced (240-4): 15 out of 15 possible points.
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doctormungmung (5/5) – Here we get a free enhancement that goes on an enemy character, and when that character leaves play, you get to take whatever card you want out of their deck. The benefits are two-fold. You get to make sure they don’t see (or halve a reduced chance of seeing) a key card for their deck (or a card that could really hurt you). But you also get to know EVERYTHING that’s in their deck. Deck knowledge is HUGE, and knowing what you need to look out for, or what you don’t need to worry about is a massive advantage. Late game, you’re likely to have already figured out mostly what’s in their deck, so the biggest bang you get is if you can trigger this early in the game. And triggering it isn’t that hard, considering the amount of removal that the DS has available to it. Just pick a character you know you’re getting off the board one way or another (Yoda/Luke if you’ve got a Captured in hand, a protect character if you’re sporting a lot of unit damage, etc). And if you come up against a vehicle deck, it has three pips and is thus a good toss into an edge battle.

yodaman (5/5) – This enhancement is great. For free you get to enhance a character unit and if it leaves play, you get to search your opponent’s deck and capture any card you want. Put it on a unit you plan to eliminate somehow like with a Force Choke or Captured and search the LS deck to capture their most powerful card. It has 3 pips too so if you happen to be facing a LS vehicle deck, you get a great edge card.

Majestaat (5/5) – It's free and gives you a bigger reward for dealing with someone you'd take care of anyway, allowing you to remove any card from your opponent's deck. That's big. Deny him his mains, combo-enablers, or any silver-bullet like event that could give you trouble.
If you're facing vehicles or lack any safe means to deal with an enemy unit then its 3 pips still makes it very useful.


Prized Possession (240-5): 11 out of 15 possible points.
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doctormungmung (3/5) – The silver standard of resources. One for one, neutral, and limited. There’s nothing special about this, but it’ll grow your economy and not give you a temp hit.

yodaman (4/5) – You always need resources to play this game and this set comes with one. Nice addition here.

Majestaat (4/5) – I'd say one of Scum few weaknesses is they're a bit lacking in proper resource enhancements. It's not like they don't have money, but they can have some trouble later on if they're only relying on their 2-resources objectives, units like Debt Collector and events like Pay Out.
Good to see a standard 1-1 resource, even if it's not really required right here, with all cards being on the cheap side.


He Doesn't Like You (240-6): 15 out of 15 possible points.
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doctormungmung (5/5) – Ever wanted to give all your units targeted strike on defense? Well, here you go. Surprise your opponent by over defending against the chud attacker, play this event, and take out their best unit who was waiting for a clear board to attack into. Or give Ponda’s unit damage something to do when you toss him at an opponent’s objective that ends up being unopposed. Basically for one resource you get to kill any unit on the board. Of course, if they put that unit into the engagement, you can do it without needing to spend the event, so all the better. Scum has just some crazy removal options available to them.

yodaman (5/5) – This card is a bit on the situational side since you can only target LS characters with it, but the ability is insane. For one cost you get to give every unit you have in an engagement targeted strike against a non-participating enemy unit. The LS will always have to be wary of this card because if they let an attack go unopposed, it could leave a Luke or Yoda in serious danger.

Majestaat (5/5) – Pay one, get targeted strike against an enemy unit, be it on attack or defense. Clearly, DS was lacking in removal. If you have guns aplenty, this is one card definitely worth copying with I Don't Like You Either.


Overall: 15 out of 15 possible points.

doctormungmung (5/5) – It’s saying something when the worst card in a set is the one for one resource card. There isn’t a dud here, and on the contrary, there are quite a few champs. What’s more, this set can splash pretty easily, and will likely see a welcome home in a lot of Sith decks. Great units, awesome control, removal, capture, and a resource, this set has it all. It’s even solid in the edge with a total count of nine and several multi-pip cards. The one thing to be careful is that you can put yourself in trouble if you're too aggressive using the objective’s ability. But then, that’s what things like Holding Cells are for. For those waiting a long time for Dr E and his sidekick, I’d say it was worth the wait.

yodaman (5/5) – Another outstanding Scum set. Even though it’s Scum affiliation only, you can make use of it pretty easily in a variety of decks. Couple it with Sith to take advantage of Sith events and get double use out of them or just go mono scum (hello Captured). It has 9 icons as well as a resource. Expect to see it in a lot of decks going forward even though it’s already been added to the restricted list in conjunction with Slimiest Scheme.

Majestaat (5/5) – The units here have some minor drawbacks and that's it. Everything else about them and the rest of the set is very good, and it's a versatile pod that offers just about anything you'd want. You get control, removal, a big body, capture, resources, 9 pips. Doesn't get much better than that.


FINAL WORDS:
It feels like it's been forever since the last article, but surprisingly, we're almost on spot with our schedule. Spicy had to pass this time around because the end of semester is royal pain in you know where. He'll probably skip next pack as well.
On that same note, I've been super busy as well, which is why the core reviews have seemingly come to a halt. Will likely at least two more weeks to see activity there. My apologies.

Now, on to the interesting stuff, the pack: we keep getting some strong pods in the Opposition cycle, for both sides. I only feel at a loss with Pattern Analysis due to lack of support, but I've seen people do well enough with it, so it's by no means weak.
Resourceful Survivors and Emperor's Cabal are very good when built around them, while The Last Warrior and I Don't Like You Either constitute nice core pieces for certain decks.
Smugglers, and Scum in particular are certainly keeping their winning streak. In fact, Scum took the 3 top DS spots once again. Crazy.

Next step is Meditation and Mastery, which was recently released. Again, we'll take roughly a month to test and review, having it ready by the time Scrap Metal hits the shelves.

Many thanks to the reviewers for their hard work and the readers for their continued support.
You can check past reviews in our forum thread here.

Also, yodaman has basically turned his home into a cinema. If you're interested in watching SWLCG matches, pay a visit to Yoda's Hut.

May the Force be with you all!
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