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The Mos Eisley Mafia: SWCLG "Swayed by the Dark Side" Force Pack Review - Dark Side

Star Wars LCG Community Review doctormungmung yodaman Rio Majestaat Yodas Hut

From the Abyss (277-1): 13 out of 20 possible points.
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doctormungmung (3/5) – I’m feeling on the generous side of things today, so I’m giving this blank two resource objective gets the nudge to the higher rating. And actually, I think it’s not really a stretch, because two resource objectives are pretty good at alleviating the resource hit of playing two for one resources, of which there are quite a few these days. And if you have multiple two resource objectives out, you can stagger them to make sure you have five resources a turn, or get out a Palpatine without any other resources out. Flexibility and resources are a good thing. Too bad it’s not also night traited.

yodaman (4/5) – Standard blank 5-2 objective. I never mind having the extra resource since it can come in handy at times as long as you plan right.

Rio (3/5) – Vanilla 5 health 2 damage objective. However it’s worth noting that it has the Tatooine trait, I think it’s the first Sith card to have that trait. 2 resource objectives are always useful in Sith to play a turn 1 Vader or Palpatine if you flop 2. You can also put an Almighty Sarlaac on this if you’re so inclined.

Majestaat (3/5) – Having a few 2-resource objectives in your deck gives you a lot of flexibility in your opening turn. The set doesn't come with another resource, so having two in the objective helps in that regard a bit.


*Myo (277-2): 13.5 out of 20 possible points.
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doctormungmung (3/5) – Myo is an odd, one-eyed duck. He’s got protect, and can throw that damage back at your opponent, which is great. But he can’t protect Sith units. Which rather limits him. He’s night, so that tends to push him towards a Scum split, which isn't terrible. But he’s also kind of expensive for his three icons, particularly as they’re not all black, and limited protect ability. He’d be great at three cost, but at four, I want to see something more from him, like elite.

yodaman (4/5) – Myo’s combat icons are a bit lackluster for a 4 cost main. He has 2 black guns and a white blast, but isn’t elite and only has 2 force pips. Fortunately, he has some benefits elsewhere. First of all, he has the Night keyword so he can synergize well with other Night sets. Secondly, he can protect non-Sith characters and then, after you refresh, you get to move a damage from Myo to a target enemy unit. As long as you can keep him alive, you can get use out of him to help control the board.

Rio (3/5) – The main in this set, he cost 4 has 2 pips, 2 black guns and a white bomb. That’s a little underwhelming to say the least. Surely his ability must be worth it for such a handicap! Eh, not really. He has the Night trait which is relevant, he protects non Sith Characters which kind of kills a deck that wants a spiced out spider or kryat Dragon to live a little longer. The second part of his ability is pretty good, healing a damage by throwing it to your opponent’s dudes will always be useful. The question is will it be fast enough to compete with the modern Lightside meta? Probably not. Oh and the art makes him look like a junkie who just shot up the good stuff.

Majestaat (3.5/5) – Two black guns are nice. The protect and ability to move damage are very powerful in conjunction, working as some sort of delayed third gun that can hit any enemy unit, making Myo in turn deceptively durable. In the end, he usually just sits around and annoys people, keeping important non-Sith characters alive while slowly chipping at your opponent's board.
Lack of a third pip or elite make him a rather weak early play, as he truly shines when there's somebody else to support.
Night trait is relevant to make other cards more consistent. In fact, Myo and Djas Puhr can make for a nasty duo.


Abyssin Scout (277-3): 14 out of 20 possible points.
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doctormungmung (3/5) – This guy in interesting. He’s very defensive, with only a pair of guns. But he’s cheap, and he has really good health for his cost. He’s night, so he can make your wolfmen extra scary. And he can also keep your night units on the board. Got a wolfman who’s near death? Or a Nightsister? No problem. Just play an Abyssin Scout, and you can use his reaction off of him being played to heal them. And it’s not limited, so you can potentially get a lot of healing going.

yodaman (4/5) – Anytime you get a 2 cost chud with 3 health, it’s never a bad thing. The Abyssin Scout comes with a black and white gun and also has the Night trait. On top of that he has a great ability in a Night focused deck, since after you play a Night card, you can remove 1 damage from a target Night unit. That really will help keep Myo alive to do his thing.

Rio (3/5) – The chud of the set. At 2/1/3 this guy isn’t that bad, I wish he had a white tactic or blast instead of a second gun. His ability to remove a damage when you play a night card from a night unit is powerful. Healing is something this game really hasn’t explored that much and it’s neat to see the theme. I wish his text said a Night card, so you could heal an objective as well. That would help slow the game down for the darkside and make a lot of the synergies work better with the pod. He is also night traited so he works as soon as you play him.

Majestaat (4/5) – 2 coster with 3 health and double guns make for a good defender. If you go ham with night cards (and you should), you can trigger his ability quite regularly, allowing Myo to stay healthy, which indirectly keeps your non-Sith units healthy. Solid.


Shadows in the Night (277-4): 12.5 out of 20 possible points.
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doctormungmung (2/5) – This is a double edged sword, which can really hurt you if you aren’t setup just right. And in today’s age of mixed affiliation decks, you’re not typically going to get much benefit out of it either. Maybe if it only cost one, it would be better, but at two cost and only a single pip, this is a pretty bad card.

yodaman (4/5) – For 2 cost, you get a mini-Force Storm that does 1 damage to each in-faction unit in play. The fact you can play this at any time is great since a lot of similar cards that affect lots of units at once tend to be more restrictive. Still, it can be a bit situational if you’re up against a deck that barely has any units matching the affiliation card.

Rio (3.5/5) – 2 cost event that says: Deal 1 damage to each in-faction unit in play. Simple and to the point, and pretty powerful. It hurts you too, but Myo can protect the key in faction units, because this card almost forces you to run this pod off faction to get the most out of it. Sith already has so many direct damage cards that coupled with this may end up killing a powerful main. It’s also Night traited so it can trigger the chuds text.

Majestaat (3/5) – Between Myo, Djas Puhr and the Nightsister Warriors, you can do a whole lot of pinging on enemy units, and then this becomes a pretty nasty event that'll virtually finish the opposing board. But you gotta pay attention to how much damage you might receive yourself. Being somewhat situational and expensive, I really wish this had a second pip.


Regeneration (277-5): 15 out of 20 possible points.
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doctormungmung (3/5) – More healing! At least this can affect Myo. And for a resource, getting a full health unit back from near death isn’t bad. But again, not being able to target Sith units limits its usefulness. Although, to be honest, I don’t want healing Royal Guards. That would just be too much. Which just showcases how design decisions early in a game’s life can impact design down the road.

yodaman (5/5) – For 0 cost, you get to remove a damage from a Night unit or non-Sith character. If you control 3 Night cards you can actually remove all damage from that unit. Nothing wrong with cheap healing.

Rio (4/5) – Another cool card. Its night traited too, so on top of its text when the chud is out you get to remove even more damage. Spending 1 resource to remove all damage from a Night or non Sith character could mess with a lot of combat math and cost the Lightside some unopposed damage, or even allow a unit to strike on defense that should have been dead. Defel Mercenary comes to mind as a unit to use this card on. He often has 5 guns these days.

Majestaat (3/5) – Sacrificing a card to restore 1 health to a certain unit just seems too fair. Or pay 1 resource as well and you restore, on average, 2 health. You probably always play this if you have Myo in play to extend his protection. But without him, I'm generally tempted to just edge this. Still, being super cheap to free makes it playable enough.


Allies of Necessity (277-6): 18 out of 20 possible points.
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doctormungmung (4/5) – Another great fate card. One of my favorites. And since this set tries to push towards a mixed affiliation deck, you should always be able to turn on the effect.

yodaman (4.5/5) – Always nice to the staple fate card of this cycle. This gives Sith another options for using it.

Rio (5/5) – Since this pod will never be played in a mono Sith deck this card has a lot of punch here. It also grants a bomb that this set really needed. It’s good everywhere.

Majestaat (4.5/5) – You can trigger Allies just with the units offered here, and since they both have double guns, playing this on defense doesn't feel half bad even if you're losing the blast.


Overall: 14 out of 20 possible points.

doctormungmung (3/5) – I love the night theme, although I feel like this set doesn’t quite add the right mix to what’s out there (and unless something surprises me, it may be the last night set we get). I’ve almost never played Myo, because just about any other card in my hand is likely something I’d rather have on the board than him. As a main, he’s underwhelming. If he cost three, I’d be much more interested in this set. Also having the super awkward damage yourself event for two really pulls it down. Change those two things, and you get something a lot more appealing. Admittedly, I tend to focus too much on night stuff, so maybe Myo has a place in a mostly scum or navy deck. Protect all those troopers and officers, perhaps?

yodaman (4.5/5) – A good addition to the Night deck archetype. Having more cards focused on that theme is definitely a plus. Myo is great for keeping your non-Sith characters alive and Allies plays well since you’ll want to be using this set in a mixed affiliation deck. The lack of a resource hurts a bit and 8 force icons is okay, but not great.

Rio (3/5) – This set seems like it’s a little late to the party. I think a couple of years ago this thing would’ve been really good, now it’s strictly mediocre. It lacks a resource, it has a sub-par main, it has no tactics, but it’s cool and is trying to do something interesting. Maybe if the game slows down again we could see it work extremely well, but for now I think it will just live in mediocrity.

Majestaat (3.5/5) – Nothing here feels over the top, but it's certainly a nice addition for the Night deck, bringing 4 cards with that trait. Just seems like so much in this pod revolves around making Myo immortal, so if you don't see him, other cards here will lose some value. And as said, he's not even great on his own.


Capital Support (278-1): 14 out of 20 possible points.
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doctormungmung (3/5) – Navy getting a bonus to the force struggle is great. Although even a bonus of two will not help all that much vs Jedi or ewoks. And, getting that bonus can sometimes be a little challenging. You have to build your deck around. There are a lot of capital ship sets, and a lot of fighter sets, but very few that mix them together. So you have to find sets that can support both types, or you get a mixed deck where half will help half the deck, and the other half the remainder. Perhaps I should save some of this argument for the set overview at the end...

yodaman (4/5) – Navy sometimes has trouble keeping balance, but this objective will help you do it if you’re focused on vehicles. It really shouldn’t be that hard to turn it on and get the 2 Force icon bonus if you’re building around it, but you do have to find the right balance of capital ships and fighters to get it set-up.

Rio (3.5/5) – Interesting objective. Static force boosts are always good. Meeting this ones criteria may be easier than most others, and good luck holding the force as the LS if your opponent also happens to be running Fel and his 181st.

Majestaat (3.5/5) – While this objective isn't terribly hard to activate T2 onwards, and it provides a good enough ability, it's actually quite hard to mix Capitals and Fighters to good effect. They're both good at blowing objectives up, generally speaking, but how they achieve that is very different. Also, they both need different types of support pods and economy.


*Corruptor (278-2): 13.5 out of 20 possible points.
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doctormungmung (3/5) – It’s a decent main, although without Might out, it’s not elite. The icons are standard little Star Destroyer, so decent, but requires edge to get real use out of them. They’d be better if the unit and blast weren’t mixed as they are. One and one when you don’t have edge isn’t as useful as two and none. It’s real claim to fame is that it can protect your fighters, and be hard to remove from the board. Honestly, protecting the fighters is almost secondary to getting a five health unit.

yodaman (4/5) – Any unit that has a form of protect is always useful and the Corruptor lets you protect your fighters to help keep Capital Support active if it’s out. It also gets extra health if DS has balance so it synergizes well with the objective. The combat icons are decent with 2 blast and 2 guns (1 black and 1 white of each). Lack of elite knocks it down a bit, but that’s what Might of the Empire is for.

Rio (3/5) – Hey, look, a capital ship! It has protect fighter and gains 2 health if you control the force. I’m not sure I like that last bit, it’s too easily shut off and then you may have a prematurely dead Star Destroyer. But then again, it could help those TIES drop their bombs on objectives if they lose edge. So it’s still pretty useful.

Majestaat (3.5/5) – The Corruptor looks cool and is a decent card. Overall, it's a fairly standard 4-cost main, though I think the second gun should have been black as well. This icon spread is just too miserable for a 4-coster when it loses edge.
And do be careful about its ability. If it already has 3 damage, might as well use that last points of protection soon, because it really sucks when the Corruptor suddenly blows up due to the LS taking the Force. Especially relevant if, for some reason, they're running The Forgotten Masters.


Gamma Squadron Tie Bomber (278-3&4): 14 out of 20 possible points.
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doctormungmung (3/5) – Hey, look, Navy gets another blast chud. Call me uninspired. It’s a better TIE Bomber, in that it doesn’t die to a point of damage. But really, did Navy need another unit with two blast? It’s not like they’re lacking for cheap ways to blow stuff up. But the fighter aspect does work with the capital aspect being pushed in the set. And while uninspiring, it is cheap blast, so it’s good in an aggro deck.

yodaman (4/5) – Fighters typically want to swarm and put out a lot of blast. You get 2 of these cheap fighters in this set and they come with 1 black blast and 1 white blast for 2 cost. Good value for the cost. If you can send one in unopposed with a Talon Roll you’re taking out pretty much any LS objective.

Rio (3/5) – We get 2 of these guys in this set. They have 2 health, which makes them better than the core TIE bombers. Other than that, they are the same unit. 1 black bomb, 1 white. They give the pod a lot of aggression and they may help a TIE deck go even faster.

Majestaat (4/5) – Super vanilla, but they pose an important threat to LS objectives for very cheap.


Overwhelming Firepower (278-5): 16.5 out of 20 possible points.
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doctormungmung (4/5) – Now this card I like. Non-limited resources are good, and in Navy, you can really ramp up. Anything that gets a Death Star out earlier is good in my book. And getting a card draw when any objective is destroyed (yours or your opponents) is great. Sadly you won’t get to draw a bunch if or your opponent has a big turn (as it’s limit once per turn), but it’ll go off at least once.

yodaman (4.5/5) – 2-1 resources are usually helpful as long as you can avoid losing tempo, and this one comes with a decent ability. Anytime an objective is destroyed you get to draw a card. That’s definitely useful on both attack and defense.

Rio (4/5) – A 2 for 1 resource that lets you draw a card after an objective is destroyed. Cards are good. It works both turns so that’s even better.

Majestaat (4/5) – Non-limited resource to help with ramp and it gives a bit of draw to boot. That's up to 5 cards in a game, assuming you play this early. Even then, if you or your opponent destroy more than one objective during any given turn, you're still limited to a single draw.


Bombing Run (278-6): 12.5 out of 20 possible points.
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doctormungmung (2/5) – This is an overcosted card for what you get. For two resources, you get half a Rebel Assault. For two resources, you have a Tear This Ship Apart. For up to four resources, you get half a Rebel Assault vs a unit, half a Rebel Assault vs an objective, and get to get rid of a non-limited enhancement. That’s way too expensive for the change to the board state you get. And it’s also a terrible edge card. The only reason this isn’t rated a one is because sometimes that one damage is all you need, in which case having the out is better than not having it.

yodaman (3.5/5) – This event seems like it would be pretty powerful at first glance, but then you realize that it’s really at least a 2 cost card depending on how much you want to do. You have the option of spending up to 3 more resources to deal a damage to an objective, deal a damage to a unit and discard a non-limited enhancement. That’s a pretty powerful ability, but the cost is steep. If the event itself was free up front, that would have helped. On top of that, you can only play the card on your turn, so you basically need to save up a bunch of resources to get the most you can out of it and that can slow down your tempo, even if it is versatile.

Rio (4/5) – What an interesting card. It cost 1, but you can pay extra to get up to 3 more effects. Deal a damage to an objective, discard a non-limited enhancement or deal a damage to a unit. All are useful. It’s like a mini rebel assault with versatility.

Majestaat (3/5) – Overcosted in just about any scenario, but its flexibility and two pips grant it a decent score anyway.


Overall: 13.5 out of 20 possible points.

doctormungmung (3/5) – This set looks good on the surface. It’s an aggro set with cheap blast and ways to contest the force without tying up your units. But it’s also uninspired, and really wants to have an oddly watered down deck built around it. The TIEs love Talon Roll, but those sets have terrible edge and no resources, which makes playing the Corruptor a challenge. The Corruptor wants to have Might out, but that leaves the TIEs in the cold except for being targets for Tractor Beam. I’d much rather this set either be straight fighter, or straight capital ship based, and not try to pull things together in a way that doesn’t seem to work to me. But then, I prefer Navy fortress, so I’m not the right target audience for this set.

yodaman (4/5) – After trying this set out, it seems like it has a lot of potential in the right build. But usually you’re going to focus on either Fighters or Capital Ships in a deck and to get the most of out the objective, you need to try to balance that out. In practice, that’s seemed harder to do than I would have anticipated. Still it’s a fun set to try that could really shine in the right build. It has a resource and a form of protect which never is a bad thing.

Rio (3.5/5) – I think this set adds some gas to a fighter deck, just like the Ewok and Rebel set did. It allows them to be more aggressive and contest the Force anyway. That’s a good thing for them.

Majestaat (3/5) – I love the idea behind this, but I don't think it's particularly good, mainly because there are no more pods that cleanly support this concept, so it becomes quite hard to get the correct balance of Capital Ships and Fighters. And in any case, that's just mostly to trigger the objective, because there are no more special synergies between those two traits, though it becomes easier to trigger Tractor Beam. Capital Ship pods only support Capitals, while Fighter pods only support Fighters, so you lose a lot of mileage from, say, your global buffs (ex: Might of the Empire, Baron Fel).


Unsavory Contracts (279-1): 20 out of 20 possible points.
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doctormungmung (5/5) – This objective has a fantastic ability. It’s MTFBWY for Scum. You can attack with one of Scum’s many beatsticks, and then free them up for defense. Bane, IGgy, Ponda, Boba, Zuckuss, etc. Black Sun Headhunters absolutely love this objective with their shielding and four health. And if you have two objectives out, you can get two units freed up. Even the cost isn’t that bad when you have various ways to heal your units or give them more health, or shields and protect from LS based damage. MTFBWY is great for the same reason this one is great. Get double duty out of a unit. And this one doesn’t get turned off when you don’t have any more force cards.

yodaman (5/5) – It’s not quite May the Force Be With You, but you essentially get that effect with some restrictions. Being able to attack as DS and then free up one of your Bounty Hunter or Mercenary units to defend is a great ability to have. Send in a Black Sun Headhunter to get objective damage then free it up for defense to have its shield or send in a unit with Targeted Strike like Bane to get some damage on a unit then free him up to get all his guns on defense. This effect is powerful even it doesn’t help you keep balance and is worth building around.

Rio (5/5) – This objective allows you to free up a bounty hunter or mercenary by damaging them at the start of your opponents turn. Let’s start by saying there are a TON of bounty hunters and mercenaries in this game. Not just a lot, but an epic crap ton. A card search on the DB returned 53 units that met the criteria for this card. This card has tons of applications, from a Blacksun Headhunter to Ponda Baba and whatever baller Bounty Hunter you may want to free up.

Majestaat (5/5) – Even though you can't use this with Jabba or Xizor, Scum has plenty of threatening BHs/Mercs who love this. Not too much to say here. Being able to have your big boys attack AND defend is huge. Giving up 1 point of life to have an extra 3-4 combat icons available is well worth it.


*Black Krrsantan (279-2): 16.5 out of 20 possible points.
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doctormungmung (4/5) – Here’s a solid main. Good icon spread with a tactics and a pair of unit damage to go with targeted strike. And when he kills something, he gets a limited refresh. Being in a pure Scum deck, his secondary ability will find few targets, but in a mixed affiliation deck, he can help make sure a two resource objective is ready to go every turn. And it’s also not like Scum (or the DS in general) are lacking in ways to get more unit damage onto a character. So his two unit damage targeted strike can easily get up into main killing range. If he wins the edge while attacking, he presumably locks down one unit and kills another. Then on your opponent’s turn you refresh him and have him ready to do that all over again on defense. That’s just super nasty.

yodaman (4.5/5) – BK is a solid main. He’s a Bounty Hunter so you can get him with Jabba’s Summons and use him with the objective’s ability. He’s got targeted strike and 4 combat icons, but two of them are white. His ability lets you remove a focus from a non-Scum resource generating card after he destroys an enemy unit. If you take advantage of ways to add extra black guns to BK, he’s a force to be
reckoned with, but on his own he’s not quite as scary. Lack of elite is a drawback, but the objective helps with that if you don’t mind damaging him.

Rio (4/5) – This wookiee is a powerful unit with just his base stats, 3 pips, 4 icons and 3 health. To top that off he gets targeted strike, which is always extremely useful. His ability may not always be useful, but who really cares? You’re still killing a unit. The free resource is just icing on the cake. He doesn’t have elite, which could be a problem, but with the new affiliation card and the objective, that issue is alleviated.

Majestaat (4/5) – Mister Black is a really good unit that is kept in check because of his white icons. Targeted Strike isn't too impactful if it's only one damage. Still, at a potential 2 damage (3+ with Arms Dealers), tactics and a (somewhat limited) resource-refreshing ability, he must be dealt with.


Aqualish Arms Dealer (279-3): 13.5 out of 20 possible points.
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doctormungmung (3/5) – Heh, look at that. A unit that lets you give unit damage to other units. Where would that ever come in useful….? And if you can’t find a use for that gun, give someone a blast, and let Scum go aggro (which they don’t have a problem doing). This is a great support chud.

yodaman (3/5) – For 2 cost, you basically get a repeatable effect by focusing the Arms Dealer to give one of your units an extra gun. We’ve seen this before for LS on a cheaper unit in the Munitions Expert, so this effect seems a bit costly here even though the Aqualish has one more health. Otherwise, he’s got the same stats and seems so-so.

Rio (3.5/5) – A rather lack luster chud, but he has a really good ability. You can focus him to give a unit a bomb or a gun. It could be the extra gun needed for Black Krrsantan to kill Yoda, or the extra bomb needed for an Energy Spider to blow an objective up. This guy is like an enhancement as a unit, which makes him vulnerable to tactics. But if they are focusing on him, they aren’t locking down your big guys.

Majestaat (4/5) – Remember the old Munitions Expert? I love that dude. The Arms Dealer is slightly more expensive, but also more durable and can grant blast, making him way more flexible.


Underworld Contact (279-4): 13.5 out of 20 possible points.
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doctormungmung (3/5) – And we continue with the internal synergy of the set with a non-Scum resource generating unit. So with BK you can either get an extra resource, or an extra unit (or blast if you get your guns from the Aqualish Arms Dealer) for double striking goodness. Although I’m not positive on the interaction of Influence on effects like BK’s, so perhaps that doesn’t actually work. But then, you get an influence resource in the set, so that’s good in itself.

yodaman (4/5) – A 2-1 living resource that has influence and since he’s neutral, BK can free that resource up, if needed. Since he’s a Mercenary, he can trigger off Unsavory Contacts if you need some extra resources on defense. Overall decent unit even though living resources always have some downside.

Rio (3/5) – A resource chud. Scum has tons of these already. This one has Influence, however, and is “neutral”, so he triggers off BK’s ability. That’s good.

Majestaat (3.5/5) – Resources are nice, Influence is nice. But having it on a body is questionable, since tactics can block the resource and give you a really hard time. But hey, Black Krrsantan can refresh him, so it's not all that bad.


Alliance of Evil (279-5): 15 out of 20 possible points.
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doctormungmung (4/5) – While the Navy and Sith events in this pack are lackluster to say the least, Scum wins bigtime. They get an event-ized version of Allies of Necessity that instead of a gun and blast, you get to dole out a shield and edge. And it’s immune to twists. And it is free. And it has two pips for edge. Honestly, only the affiliation limitation is a down side, and as far as that goes, it’s a pretty minor one. Scum even has enough neutral units to give it good odds of being able to be played in a mono deck.

yodaman (5/5) – It’s a free event which is something I’m always a fan of and fits in the overall theme of the cycle by giving bonus to 2 units that don’t share an affiliation. In this case, it’s edge 1 and shielding. The really nice thing about it is that the units don’t have to be in an engagement to get the bonus as it lasts throughout the phase, so you can adjust your attacks or defense accordingly and use one unit in one engagement and the other unit in a 2nd one.

Rio (2/5) – An event that grants edge 1 and shielding to units that don’t share an affiliation with each other. It’s an odd card. It has 2 pips, so why not just pitch it in the edge battle? Maybe if you have a Twist? But I honestly don’t see any real situation where this card is more useful played than in an edge stack. Maybe it’s a defensive card?

Majestaat (4/5) – This is like an utility version of Allies of Necessity, pretty neat! And you don't need both units to be in the same engagement with this card. That's actually kinda stupid.


Allies of Necessity (279-6): 17.5 out of 20 possible points.
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doctormungmung (4/5) – Allies is good. ‘Nuff said.

yodaman (4.5/5) – Scum finally gets this fate card in a set. That’s good.

Rio (5/5) – Here it is again. I actually think this card is super useful here with the Arms Dealer.

Majestaat (4/5) – Talk about Allies! Another tool to give Black that annoying third gun. But it's a bit harder to trigger here compared to other pods, since the Underworlds Contact will generally be exhausted by the time the combat phase begins.


Overall: 17 out of 20 possible points.

doctormungmung (5/5) – This is a great set, although to get the most out of it, you do want to do a bit of careful deck building. Either a mixed deck, or something with plenty of neutral units, and you’ll be set. It’s got tons of control, and can go aggro when necessary to help close things out. The synergy within the set is such that the whole is more than the sum of its parts. Heck, it even has nine edge, which is a step below great. And it’s not like Scum has much trouble with edge. I predict that this set will be a major thorn in the LS’s side.

yodaman (4.5/5) – I really like this Scum set and expect it to see lots of play in decks focused on Targeted Strike (and pseudo-targeted strike) units. There are many Sith and Scum units that could pair well with BK and this set to take advantage of things like Allies of Necessity or other cards that trigger off mixed affiliation situations. Having a resource in the set that has influence and 9 force icons is definitely a plus.

Rio (3/5) – I like this pod. I think it has a lot of neat combat math tricks and a powerful main. However, it lacks elite and the prospect of damaging a dude to free up someone only to use them as a blocker isn’t very appealing.

Majestaat (4.5/5) – Good utility set. The objective makes it difficult for the LS to punish DS aggression, and Black is a good disabler. The Arms Dealer is certainly a tempo loss when played, but gives you great value over the course of a few turns. If anything else, he'll be annoying enough to attract some LS tactics towards himself.
Although Alliance of Evil and Allies of Necessity want you to take a mixed deck, there are enough Scum pods containing decent to good neutral units that you could comfortably run this set in a mono-build, at least as a one of.


LAST WORDS:
Between the slow releases and the usual month we take to test the cards, it sure feels like forever since the last review.

The Ewok pod obviously succeeds at what it wanted to do, and its almost perfect overall score reflects that clearly. But it being easier to build around also makes it easier to perceive its high power.
So I'm left wondering if the other pods got a slightly lower score than they deserve, as they do seem to demand some more thinking when building a deck with any of them. Like, in the case of the Rebel pod, it seemed to be more a case of mentality for me. It just feels weird having to sit back for a while and resort to more refined play, instead of just going ham on enemy objectives right from the start.

Now, as you may all know, the game is officially nearing its end, and there are only two packs left in the horizon: Trust the Force and Promise of Power.
I may share deeper thoughts on this by the end of the cycle, but for now, we'll keep our work as usual.
If you're as passionate for the game as we are, then worry not, because this excellent community isn't just going to sit around with arms crossed, as you can see here.
We, the players, make this game what it is. Thus, I'm positive that whatever comes, whenever it comes, will be great.

And with that, we wrap things up for this time.
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 (and in advance, your Valentine's) be with you all!
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