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The Mos Eisley Mafia: SWCLG "Scrap Metal" Force Pack Review - Dark Side
Feb 19 2017 12:00 AM |
Majestaat
in Star Wars
Star Wars LCG Community Review Mos Eisley Mafia doctormungmung yodaman pantsyg Majestaat Yodas Hut

doctormungmung (4/5) – Free surprise units can be very dangerous. Just ask anyone who’s used or gone against Unfinished Business. Surprise creatures are a little less dangerous, although suddenly facing down two or three black guns can really stymie the LS’s plans. Since the free creature is sacrificed at the end of the turn anyway, you could just drop in an Icetromper and use its ability. Now, losing a Terentatek can be a tough choice for just three damage, but there are other cards that help cycle those creatures, so it’s not as bad as it seems.
yodaman (5/5) – The ability on this objective is crazy good. Being able to put a creature into play once per turn when a Sith objective is engaged is incredible, even if you do have to sacrifice it at the end of the engagement since it changes battle math and can give you a surprise blocker. Now you can treat in a 4 cost Terentatek for free and get a blocker with 3 guns and 4 health or drop in a Tuk’ata for some tactics if you have a good edge hand. You could even drop in a surprise Ice Tromper then just sacrifice it to remove the biggest LS non-character unit in the engagement. There are lots of choices for the ability and it really makes Sith creature decks viable as we have already seen from some recent Regional winning decklists. Since it’s limit once rather than limit 1, if you happen to get both out, you can use the ability twice which is especially nice.
pantsyg (5/5) – Given that Tarentateks are a thing, this is a bonkers effect. This objective means you’ll always be able to interact with attacks, even if your board is totally focused, which can be really important to cycle your cards and mitigate damage.
Majestaat (5/5) – Crazy effect without any real cost. You lose the creature? So what, you're not focusing this objective or paying any resources at all, so don't complain. Furthermore, there's a decent selection of creatures to choose from. Terentateks or Jabba's Rancor to deal with mains. Maybe a Tuk'ata if damage won't do the trick. The Dragonsnakes here for the small fry. Ice Trompers for what they do best: make people rage.
Heck, you could even try playing Executor here to get some mileage from the so called downside that is losing your creature.
Dragonsnake (248-2&3): 15.5 out of 20 possible points.

doctormungmung (4/5) – Talk about efficient! Two cost for a bunch more twos. Two black guns, two health, and two force icons. And if the objective gave you a surprise free unit, this creature can provide at least a surprise unit (or the bluff of one), if not free, as you can play it as an action. Keeping two resources open is something of a tell, but putting down a potential defender after their tactics units have struck is a pretty good play. And if you don’t wind up deploying it during the conflict, you can always play it at the end of the force phase so you don’t miss out on wasted resources and a card further into your deck.
yodaman (4/5) – Continuing with the theme of surprise blockers, the two Dragonsnakes in this objective are very cost effective for 2 cost, 2 health and 2 black guns. As an action you can play them from your hand at any point which means if you save resources your opponent will have to wonder if you’re getting ready to drop in a Dragonsnake unexpectedly or if you’re just trying to save resources for an event. 2 force icons is also good if you have to commit them.
pantsyg (3/5) – Fitting the theme of the objective, these solid defenders can be played at action speed. Importantly, this allows you to protect them from tactics-based diversion attacks. 2 unit damage is pretty strong for a 2-drop, so they synergize well with other ping damage effects (like Choke).
Majestaat (4.5/5) – These reptiles are pretty overloaded considering you can have up to 4 in your deck. I already like vanilla 2 costers with two guns. Those usually have one pip and one black and one white gun, making the Dragonsnakes clear upgrades. They even have a pretty sneaky action to boot, giving you an extra body at the exact time you need it.
I'd argue the only downside they have is the lack of, say, Sithspawn or Force Sensitive trait to make them more synergistic with other Sith tools, but the creature trait alone is enough, and they certainly don't need a buff.
Endless Hunger (248-4): 15 out of 20 possible points.

doctormungmung (4/5) – Remember what I said about cycling creatures? Well, this is what does it for you. Two for one resources with passives are pretty good. Especially if the passive isn’t terribly difficult to trigger (kill a unit in a conflict with a creature). You don’t even need the creature to be deliver the killing blow. Now you can get back that Terentatek you used for the objectives ability, and do it all over again. Another key thing to note is that the resource isn’t limited, so ramp away.
yodaman (4/5) – Resources are always good and this 2-1 resource is interesting. First of all, it actually provides a Sith affiliated resource and it’s always nice to have non-neutral resource generating cards. The ability is also pretty good if you can time it right as it will allow you to recycle creatures if you can destroy a unit during an engagement in which you have a creature participating. Being able to recycle Ice Trompers, Terentateks, after you’ve sacrificed them is great so you can potentially use them again. It is limit once per turn, but any sort of recursion is always good.
pantsyg (3/5) – Non-limited resources are great. The effect is OK and helps you keep your hand full of Tarentateks to play with Threat from the Depths. If we get a Main-level creature unit, this could get really strong.
Majestaat (4/5) – It's both money and a consistent tool to keep some creatures in your hand for the pain train. Zero pips aside, there's not much to dislike here.
Bestial Fury (248-5): 15 out of 20 possible points.

doctormungmung (3/5) – This card will mostly get used for edge, and with three force pips, it’ll do a pretty good job at that. Occasionally, you’ll save a creature from a Rebel Assault or a Luke Ping, or even a Heat of Battle. But more often you’ll use it to make sure you get to hit with your guns first, and help turn on all the various edge enabled tactics you should have floating around.
yodaman (5/5) – I always love free events and this one is no different. This event is great since it cancels an enemy card effect that targeted one of your creatures. Use it to stop a Heat or Seeds played in edge or even a Rebel Assault or Swindled that might take out your creature. Even if you don’t have anything worth using it for, it has 3 force icons which is always great.
pantsyg (3/5) – Finally, a big edge card in a Sith set that isn’t the main. The effect itself can be very good in certain situations, but mostly this is around to bump up the edge count and I’m OK with that.
Majestaat (4/5) – Although the text is rather situational, it's quite useful, it's free and it's got three pips should it not appear to be playable. That guarantees a high score in my book. Terentateks in particular can make some concessions in edge with their combination of black icons and high durability. If not facing tactics, you probably want this as event/fate protection. Your lesser creatures (ex: Tuk'atas) will likely prefer the extra boost in edge
Feeding Frenzy (248-6): 19 out of 20 possible points.

doctormungmung (4/5) – I love this card, and now I can have three in a deck. This card is what makes creature decks so dangerous to non-vehicle decks. It’s really not that hard to do at least one damage with a creature, whether that’s with it’s guns, or from the Icetromper’s ability. Then for the price of a card, you get a dead Luke/Yoda/Kyle/Craken/Freeholder/etc.
yodaman (5/5) – A fitting reprint here which is incredible since you get to destroy an enemy Creature or Character unit after it is damaged by a creature. With Threat from the Depths you can now have 3 of this card in the deck which is just nuts, especially with all the creature sets that are available.
pantsyg (5/5) – Instant kill is awesome, and the ability to now have 3 of these in a deck is really great. As I mentioned when reviewing Fearsome and Foul, Feeding Frenzy is bonkers with Icetrompers and low-gun units like Tukatas.
Majestaat (5/5) – More creatures and more copies of the event itself make any possible consistency issues the card had disappear, especially when we have Threat and Dragonsnakes to get creatures out of nowhere. This is an incredible card now, and thanks to the objective, you can theoretically deal with an LS main for free and without even having a board. Doesn't seem too fair to be honest.
Overall: 17.5 out of 20 possible points.
doctormungmung (4/5) – Creature decks are a thing. They were almost a thing before this set came out, but now there’s just so much internal synergy floating around and the ability to flood the board with units with black guns that you have to keep that in mind when thinking about matchups for your LS deck. The only thing that creatures have trouble doing is closing out the game, but if you can find a couple of sets to help you out with that, the rest of the critters will make sure not many LS units survive.
yodaman (4.5/5) – An outstanding addition to the Sith Creature archetype. It has an incredible ability on the objective itself, a resource and 2 potentially great events depending on the match-up. The set has 8 force icons which is a bit average though and doesn’t really have a main so you need to build accordingly.
pantsyg (4/5) – A very strong set, with certain major limitations for deckbuilding. The set brings lots of tricky ways to get damage onto opposing units, but if you run too many creatures in your deck, you’re going to be very, very light on blast and that makes it hard to close out games. The natural pairing is with Hunters of the Jedi to set up some really thorny defensive problems for your opponent.
Majestaat (5/5) – Rating for creature decks, in which this is an Incredible addition, probably making them the premiere defensive deck in the game, being able to kill just about anything that's thrown at them. They have okay edge and plenty of resources for consistency. Where they fall is in the Force Struggle and the blast department, making it rather hard to get those last few dial ticks.
On its own, the pod is synergistic enough to pull its weight in decks without as many creatures.
Imperial Vengeance (249-1): 10.5 out of 20 possible points.

doctormungmung (3/5) – This is similar to Porkin’s objective in that you get a bonus when something bad happens to you. But in this case, that bonus is a lot more direct and useful. Two damage to any unit you want will likely kill that unit. And in the case of Deploy the Fleet, you can get multiple bonuses out of the loss of an objective all the while controlling when it happens. That’s pretty nifty. Although, you are still down an objective…..
yodaman (3.5/5) – The effect of the objective’s ability is pretty good in that you get to do 2 damage to an enemy unit after one of your objective’s is destroyed. In general, I’d rather have the objective out still so you could potentially throw damage back via Yularen or Imperial Fist Of course, this could set up some neat tricks using Deploy the Fleet to do damage to a LS unit. Navy has much better objective abilities though. It is an interrupt so it works on itself.
pantsyg (2/5) – Two damage to an opposing unit is a lot, but given that you’ll only get to trigger this twice in a game I’m not too impressed.
Majestaat (2/5) – Ehh... this is something that only seems good in the worst scenarios. If you're losing handily, this objective can actually be a pretty decent way to recover some ground, though only if you see it in your opening flop. If it shows up later, it loses A LOT of power. Even in the opening flop, would you rather see this or the likes of Might, Doctrine, Loyalty, Entrenched? It's low on my priority list.
*Avenger (249-2): 17 out of 20 possible points.

doctormungmung (4/5) – Yet another solid Star Destroyer coming Navy’s way. While the stats are almost standard, not having a single white icon is very good. It’s sturdy, can hold the force, and is elite without the help of Might. If it had no other text, it would be just slightly overcosted at five (which is debatable). But you can also get use out of your destroyed units, pinging damage to LS units as they go down. It’s a bit situational, but there are plenty of two cost Navy units that have big targets on them, like Gladiators or DP20s. Getting bonus damage out of their destruction is pretty good.
yodaman (4.5/5) – The Avenger is a pretty beefy ship. For 5 cost, you get an elite capital ship that has 2 black blast, 2 black guns and 4 health. On top of that it gets an ability that gives you a bit of a situational benefit. When a unit you control leaves play during the conflict phase you do one damage to a target enemy unit. This could be interesting to pair with something like Ice Trompers as it could control when you do damage but that might be an odd list.
pantsyg (4/5) – When you think about it, Avenger is basically the Capital Ship version of Core Vader. While Vader triggers on something you want to do anyway (play Sith events), Avenger’s trigger can be more difficult to arrange and costs you tempo on the board. The obvious combo I see is with Icetrompers or Jawas, though I’m not sure what the rest of either of those decks looks like. That you can trigger it twice a turn almost has me convinced to nudge this up into 5/5 land.
Majestaat (4.5/5) – Great stats all around, allowing it to fulfill a variety of roles. If you play Avenger early, the damage from its ability can stack real fast as the game progresses, particularly if you can afford to run some cheaper units to help it. Even on its own, it can usually take down an opposing main to the depths with it, combining its two guns + ping damage when it explodes.
Alpha-class Star Wing (249-3): 13 out of 20 possible points.

doctormungmung (3/5) – Free units that get to jump into engagements can really mess with your opponents plans. Say you have the Avenger on the board, now you get to place two damage on a unit in the engagement when they kill your Gladiator. One from the Avenger, and then one from the Star Wing striking back. If you’re not getting these in free, though, they’re overcosted. They will stick around though, with their health of three.
yodaman (4.5/5) – Being able to cheat cards in for free is always good. The Alpha fighter gets to be put into play for free as a participating unit after a friendly unit is destroyed in an engagement. Getting the surprise blocker could stop an unopposed damage. Also, the ship has 1 black gun and 1 black blast which means it could drop in and get off a shot even if you’re attacking and do damage to an objective.
pantsyg (2/5) – A decent unit that you can get for free. Sadly the trigger for this is even more restrictive than Avenger, so you have less control over when you can drop it in. I wouldn’t be excited to draw this.
Majestaat (3.5/5) – You don't want to hold on to this, so you either get to play it right after your turn or discard it afterwards. That said, it's pretty decent if you do get to play it, which isn't particularly hard since the LS needs to attack and doesn't want your board to get out of hand.
Sturdy body providing a few extra icons, and on defense it's likely stopping an unopposed bonus. That's plenty for me.
We Have Them (249-4): 18 out of 20 possible points.

doctormungmung (3/5) – Here we get the mirror to the event in Jek’s set. Similarly it’s usefulness is limited to when the LS takes the force back from the DS. But, in general, it’s easier for the DS to take the force (even Navy) on occasion then it is for LS fighters, so by that standard this card is better here than it is on the LS. And saving a protected Enforced Loyalty from a ping of damage will really put pressure on the LS. Which is what Navy is good at.
yodaman (5/5) – I love this card. For 1 cost, you get to flip the balance back to DS after LS takes balance. That can allow you to keep the dial ticking up by 2 on your turn which can make all the difference in the world.
pantsyg (5/5) – On DS, this card is nuts. Basically paying 1 for a dial click sounds like a deal I’ll take.
Majestaat (5/5) – Not only is this effect arguably better on DS than LS, but the card is also included for an affiliation that will be contesting the Force, so it shouldn't be a forced play as it is on the Rebels' pod. Also, MTFBWY is still everywhere, so you know this will come in handy almost every game.
Apology Accepted (249-5): 11.5 out of 20 possible points.

doctormungmung (3/5) – You know what’s better than swinging in with the Chimaera? Doing it multiple times a turn. This is effectively a tractor beam that won't ever slow down your own ships, although you do have to sacrifice an officer to the cause. But then, that’s what they are there for, right? And as a side benefit, this card is great for getting Yularen off the board so you can play another copy.
yodaman (2.5/5) – A bit of a surprising reprint here. It can be effective in the right deck, but often you want to keep your officers around and not sacrifice them. I’ve never been a big fan of this card as it is way too situational and sometime the cost can be an issue.
pantsyg (3/5) – I’m lukewarm on this card. It’s basically only useful as a closer, or for situations where you really want to kill Yularen so you can replay him. I can’t think of many Officers I’d be OK with sacking in the mid-game unless they were focused to hell and I wanted to have the option to play the second copy.
Majestaat (3/5) – Although the effect can be pretty strong considering how hard Star Destroyers hit, it can take a bit to have all the pieces and resources to play this, especially when this set is providing neither officers nor resources, so you depend on you other chosen pods. If you don't have all those tools, then this is a pretty crappy card to draw.
Preparation and Planning (249-6): 14.5 out of 20 possible points.

doctormungmung (4/5) – Like Well Equipped, Prep and Planning is a combo fate card that won't always go off, but when it does, you get a free Tractor Beam or Apology Accepted, which can open up some massive turns. Thus, it gets rated on highest potential vs average or lowest.
yodaman (4/5) – I like this fate card and it does make Apology Accepted more playable. It’s a good to have it finally appear in a Navy set. Free Moment of Triumph will be really nice.
pantsyg (3/5) – Obviously saving resources is great, but Navy relies much less on events, especially expensive events, than other DS factions. This set seems like it wants to splash elsewhere, though.
Majestaat (3.5/5) – With two useful events here, this is a nice fit. No need to compromise your deployment phase thanks to it, and somewhat makes up for the lack of resources. However, other than those two, there're not many common events in Navy. Moment of Triumph and that's about it, assuming you go for conventional decks.
Overall : 13 out of 20 possible points.
doctormungmung (3/5) – I feel like in my writeup I this set should be rated a four, but stepping back, it really just has a lot of solid things, but they are all situational and most revolve around you losing board position or getting closer to losing the game, so if you’re rolling, it’s not doing much for you. It’s also a somewhat expensive set that doesn’t come with a resource. Now, Navy’s not really known for being lacking in funds, but still, it can sometimes be hard to justify a slot in a deck for an objective set that’s going to slow you down in the early game.
yodaman (4/5) – A decent addition to Navy, but it doesn’t seem as powerful as the standard Navy staples. 9 icons is good for Navy, but no resources means you have to make sure to use with other sets that have resources. Might be a good set to run as a 1 of in capital ship decks, but the Alpha ship is a fighter so it also might work in a Navy/Sith fighter deck.
pantsyg (3/5) – I really like Avenger and We Have Them, but overall this set lacks a cohesive direction and that makes it difficult for me to think of a deck where it could shine. Troopers and TIEs would give plenty of fodder for Avenger’s guns and to activate free Star Wings, but given the number of really bad decks I've made trying to make Sith Executor great, I’m wary about building too heavily around either of those cards.
Majestaat (3/5) – Even though I rather like the individual cards (except the objective. That's borderline garbage), I'm rather underwhelmed by the complete package, it requiring too many combos for most of its pieces. It also lacks a resource, which should never ever be the case in a set with a 5+ coster.
His High Exaltedness (250-1): 20 out of 20 possible points.

doctormungmung (5/5) – This is Emperor’s Web for scum without the penalty of low health. And it’s got two resources to boot! Sure, you can only get back a scum event. What good scum events are there? You know, besides Captured, or Shadows of the Empire, or Spice Blitz, or Vicious Counterattack, or you get the idea. It triggers off of any objective being destroyed, so you don’t even have to be aggro to start getting the key events back. This objective is just the bee’s knees.
yodaman (5/5) – This is an incredible Scum objective. Rather than a standard vanilla 5-2 objective, you get the 2 resources and an amazing ability. Whenever an objective (yours or your opponent’s) is destroyed you get to return a Scum event card to your hand. You can use this to recycle powerful cards like Captured, Jabba’s Summons, or the new event in this set Hutt’s Hospitality. If needed, you could get a high-pip event back like Show of Force just to help with edge battles. Basically it’s core Palpy’s ability for Scum and that’s awesome.
pantsyg (5/5) – This card is totally nuts. So many huge combos with things like Pay Out, Captured, Spice Blitz, and Spice Visions. As we saw with His High Annoyingness, Moruth Doole, effects that trigger on objective destruction in Scum can be totally ridiculous. Also, the fact that it comes with 2 resources is just nuts. Scum can have some of the most resource-intense starts in the game right now, and that can really put the hurt on the LS.
Majestaat (5/5) – 2 resources and an incredible ability. Scum has a wide selection of great events to make this super useful and versatile. If for some reason you can't afford to spend resources on a cycled event, you could still pull an edge power card like Coerced, Crisis of Identity, Show of Force, etc.
*Jabba the Hutt (250-2): 20 out of 20 possible points.

doctormungmung (5/5) – Hey, lookie here, we finally get an elite Jabba. Although really, he doesn’t quite need to be elite anymore with his new ability. Now for the price of just sitting there, you get a significant discount on your first event or Bounty Hunter every turn. Oh, and he still can’t be targeted by enemy events, and has two black tactics. He’s still expensive, but now he’s worth his cost. The big slug will really help develop the DS board while trimming the LS one, leading to some really lopsided board states.
yodaman (5/5) – The original Jabba’s lack of elite was a drawback. The new Jabba gets all that and more. His basic stats are the same with 5 cost, 3 health and 2 black tactics, but new Jabba is elite and has a crazy ability. When he’s out you get to reduce the cost of the first bounty hunter or Scum event you play each turn by 2. That means you could potentially play Jabba then drop in Boussh for free or Dengar for 2. The way he reads means you could trigger the event aspect on your opponent’s turn and play something like Jabba’s Summons or Hutt’s Hospitality for free. I really like this new Jabba.
pantsyg (5/5) – The community has been clamoring for an elite Jabba for ages, and here he is. He’s not flashy, but his discount ability shouldn’t be overlooked. Many decent to great bounty hunters are 2-drops (Boushh, 4-LOM, Freelance Hunter), so often for 5 you get Jabba + small unit—essentially, Jabba for 3. Later, discounting your 4-drop Hunters means more money for big events, and the potentially game-ending Spice Blitz becomes free (and thus untelegraphed) if needed. He does his work even when locked out, and comes with tactics to slow up the early game until he can get his entourage of bounty hunters built. If you draw him early, the his ramp effect can lead to really discouraging boards for the LS to slog through.
Majestaat (5/5) – Few things in the game are as game-warping as an early Jabba. A couple turns and you'll have made huge profits out of his discount effect. Furthermore, it's nigh impossible to remove the Crime Lord from the table, as he doesn't care much about enemy tactics and can't be targeted by their events.
His statline offers a great Force holder for Scum, who is also very good at stopping LS aggression with his two black tactics.
Twi'lek Sycophant (250-3): 13.5 out of 20 possible points.

doctormungmung (3/5) – Before you can pull events from your discard, you have to play them first (usually). That means finding them. Considering there will usually be a pretty good density of events in a Jabba deck, being able to do even a limited search for one is likely to net good results. And even if you wiff, you get a one cost defender with a black gun that can steal the force in certain circumstances. While not flashy or anything, it is decent.
yodaman (4/5) – A very cost effective unit for what it does. You get to put him out and look at the top 5 cards of your deck and search for a Scum event card. If you’re playing this set, your deck should have lots of potential Scum events that you could find. He also provides a cheap blocker or force holder in a pinch.
pantsyg (3/5) – Event search is neat. A shame you have to show your opponent your new toy, but great for those times when you really want that Captured, or just have a free resource and want to upgrade your edge hand.
Majestaat (3.5/5) – Cheap event search that also leaves you with a weak body on the table, but a body nonetheless. Pretty decent for 1 resource.
Freelance Hunter (250-4): 12 out of 20 possible points.

doctormungmung (2/5) – This gal, though, is less interesting. Here you just get a black blast and a situational gun. The basic body that is more geared towards aggro than defense. But still, with Jabba, she’s free. Usually though, you’ll want to see most of your other units instead of her.
yodaman (4/5) – A reprint from BTS Boba’s set. Cheap blast is always good. It’s an even nicer inclusion here since the Freelance Hunter is a bounty hunter which means he could come in for free if Jabba’s on the table.
pantsyg (3/5) – Black blast on chuds immediately makes them better in my estimation. Scum love cheapos who can go face and leave the bigger boys back to watch the farm.
Majestaat (3/5) – Not interesting, but will deal some decent damage if left unchecked. It's also effectively free if you have Jabba out. All in all, I think it's good to have a bit of blast here to round the set out.
Death Mark (250-5): 14 out of 20 possible points.

doctormungmung (4/5) – Want to talk about crazy shenanigans? Well, this card lets Scum do it. While it’s not as crazy as first thought (sadly/thankfully what comprises a targeting restriction is more restricted than people thought (no capturing Luke by putting a Death Mark on him and then using Utinni!)), you can still accomplish some crazy things. One of the more nasty options is to use A Better Offer to send a LS unit back to their hand for free. Oh, was Luke just about to wreck face? Well, someone paid him off and he took a vacation instead. This is a card that’s only going to get better with time, and will make the design team be very careful about future scum events.
yodaman (5/5) – This card is crazy good. You can put it a Death Mark on any character or droid unit then the unit matches all targeting requirements for Scum events. They have ruled you still have to match the card type so you can’t use Utinni on a Death Marked unit but that’s okay. The biggest target is using Hutt’s Hospitality from this set to just kill any unit no matter the cost, but there are other possible events that you can use it on like He Doesn’t Like You or Springing the Ambush. It also has 2 Force icons so if you’re playing a vehicle deck it’s good in edge.
pantsyg (2/5) – There’s a lot of talk around this card, but I haven’t seen it really do anything crazy. Turning off targeting restrictions means events like Better Offer can target enemy units, crushing their tempo, while Hutt’s Hospitality becomes a dirt-cheap any-time kill spell, but in practice Scum are already so crushingly efficient I haven’t needed to use those combos.
Majestaat (3/5) – I'm still having some difficulty fully grasping this one. It can do some funny things, my favorite being Armed to the Teeth on their heavy hitter. Keep shooting at my objective with your infinite guns, I don't care! Though the most effective is probably A Better Offer to bounce one of their mains. Also turns Hutt's Hospitality into a pseudo Captured. The potential is there for some dirty things in the future depending on what kind of events we see, but right at this moment, this card is just okay. Most Scum events are already very powerful without the help from the Mark. My point is, Mark isn't bad. It's good, but it doesn't feel like it's needed.
Hutt's Hospitality (250-6): 16 out of 20 possible points.

doctormungmung (3/5) – Dark Side gets more targeted removal. By itself, this card is a bit limited in who it gets off the board, but even that limited list has some serious contenders. Brainiac, or any of his friends, Guardians of Peace, various incarnations of C-3PO, the Slicer from Zeb’s set, Leia, etc. Where this card really shines is when coupled with Death Mark. Then no-one is safe, be they Luke or Han, or Chewie or Yoda.
yodaman (5/5) – A great counter for Spark swarm decks. Use this to just flat out destroy a character or droid unit that costs 2 or less. Coupled with Death Mark you can take out any character or droid, no matter the cost. If you have Jabba out, you can potentially play this for free on your opponent’s turn or your own if you haven’t used his discount yet. Also, if you’re facing the Spark swarm couple it with I Don’t Like You, Either and copy the effect to get rid of multiple units.
pantsyg (4/5) – Dead chud at action speed? I’ll take it, especially if the chud has tactics or resource. With Death Mark can kill anything, and with Jabba, can be free. Solid enough value.
Majestaat (4/5) – Chuds have been becoming better and better as cycles go by, either having better stats or gaining some valuable utility, making this a great tool to have nowadays. Free with Jabba; threatening against mains with Death Mark; two pips if you don't have the targets. More importantly, it easily deals with Brainiac, and for that alone I'm tempted to pump this to a 5. Man, I hate Brainiac.
Overall: 19 out of 20 possible points.
doctormungmung (4/5) – This is more like what Jabba’s original set should have been. Although now that Scum has been riding high for a while, it kind of loses a bit of it’s luster. Still, you get a lot of control and board presence from this set, which is what Scum likes. The only real downer is the lack of resource, and the Freelance Hunter, but even then you get a blast and the objective as two resources. It even has good edge. If only LS got more objectives like this.
yodaman (5/5) – Scum gets another strong set. The objective ability and Jabba are insane. Great events. The limited card search for events is always welcome. It lacks a real resource, but Jabba gives you a repeatable discount on bounty hunters and scum events so he’s a resource ramp. 9 Force icons is pretty good too.
pantsyg (5/5) – This is a super solid pod. Scum are loaded with resources (which still feels weird to say!), so it’s not hard to come up with a start that involves adding a resource and dropping Jabba and a 2-drop Bounty Hunter turn 1. A first-turn Jabba can really put the brakes on the LS unless they can remove him efficiently, leading to painful DS snowballs as you get more and more value out of him. I’ve played games against Jabba where between the massive resource base available to Scum and the Jabba discount, my opponent was playing twice as many resources worth of stuff as I was every turn. That makes comebacks very, very difficult.
Majestaat (5/5) – Unlike Imperial Vengeance, we got a 2-resource objective here to make Jabba playable even if there are no other resource cards in the pod. That's smart design. The objective and the main here are absolutely incredible. I also quite like Hutt's Hospitality. The other cards are only okay on their own, needing some small combos to get value, which is why I wanted to give this a 4.5.
Thing is, when you have Jabba out making everything free or close to free, even otherwise subpar cards become incredible.
Also worth noting this set doesn't mesh particularly well with Masterful Manipulation, which in my book still is the best Scum pod all around. Just wanted to share that thought. Besides, that's probably a good thing for the health of the game, because if they were more synergistic, Scum would absolutely stomp face... more than they already do anyway.
FINAL WORDS:
Wow, just noticed it's been almost two months since our last Force Pack review. If FFG keeps it up with a weak schedule, we may have to adjust ours. The "have review done when the next pack is released" works when we get them in reasonable time. Guess I'll become an even bigger annoyance to the reviewers. Don't be surprised if I suffer a sudden death.
Regarding this pack, Scum once again take the big prize, with a phenomenal pod added to their arsenal. I certainly hope it'll open new build paths instead of just increasing green's raw power. I wonder if we just exaggerate Scum's power, seeing as Navy is still dominating the competitive meta, or what I've checked anyway.
What does bother me is that the Dark Side is undoubtly in a better place than Light Side at the moment, yet they still seem to get better pods and more of them. I don't want another MTFBWY, but surely, there must be a healthy way to close the distance between both sides. I have high hopes for the Hera pod, but we'll have to test and see how it performs.
On that note, we'll be working on Power of the Force now. As said, we'll try to keep a more strict schedule instead of following FFG's, so hopefully we have that review done in closer to a month.
It's great to have pantsyg back and the whole family working together again.
As always, it's a privilege to work with you all: Nick, Bill and Ben. Thanks for your patience and hard work. Also many thanks to 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 your Valentines be with you all!

- Ignithas, yodaman, teletubbietoet and 2 others like this
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