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The Mos Eisley Mafia: SWCLG "Technological Terror" Force Pack Review - Dark Side

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

The Emperor's Shadow (258-1): 18.5 out of 20 possible points.
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doctormungmung (4/5) – In the old days, Sith was the king of card draw, and it showed how powerful that was. Seeing your opponent start with double Council and Fall of the Jedi, you knew you were likely not going to win an edge battle or keep much of a board around. Well, here’s yet another method for Sith to keep their hand full. While they might not be flush with enhancements, getting a card back when you play a resource (like the ubiquitous Library, or Vader’s Meditation Chamber) is a great way to filter through your deck and keep you stocked in removal and edge cards.

yodaman (4.5/5) – The ability on this objective is pretty useful. After you play an enhancement you get to draw a card once per turn. Now you can replace the 0 cost Sith Library you just played with another card in your hand. There’s really no drawback with this objective on the table.

pantsyg (5/5) – Better Counsel of the Sith. At first I thought this was lame, and then realized it turns every Sith Library and Holocron in your deck into a cantrip. I’d start this every time.

Majestaat (5/5) – While Counsel mostly improved your edge, Shadow gives you more play options, usually granting you a new card right after playing your resource. Later on, the low pip count enhancements will at least be able to replace themselves with something else. You should also have the spare resource for Favor to keep feeding you more cards with the objective. It's good at every stage of the game, unless you're bricking hard with those early resources.

*The Emperor's Shuttle (258-2): 16.5 out of 20 possible points.
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doctormungmung (4/5) – While perhaps not exciting, this is a solid main. It’s got good stats for the cost, and provides both shielding and blast. Slowly Sith is filling in their one real weakness (closing out games) by getting units like this or the savages from the previous set. And while there aren’t a ton of options for enhancements to load up on the shuttle (but pilots and some other things will do in a pinch), you can get an extra unit available for the force struggle, or defense next turn, or just start clearing off a big unit that’s been buried under tactics. And on top of all that, it’s got three force icons, leading to good edge or a solid force contender.

yodaman (4/5) – This is a pretty decent main unit. It costs 4 but it has 2 black guns, 1 black blast and 1 white blast. It also has shielding and 3 health. It’s ability is a bit situational since it lets you remove a focus token from one of your units at the start of the force phase in exchange for sacrificing an enhancement attached to it. The lack of elite hurts a bit.

pantsyg (4/5) – Obviously the effect is super powerful, and the body is easily worth its cost. Non-elite on a 3-pip 4-drop always feels a little bad, but shielding somewhat makes up for it. This would be a 5 for me if triggering the effect was easier. This set feels like it wants to run in Sith Mains to unfocus the biggest possible units, but those decks don’t run many enhancements for vehicles outside the two in this set, and only one has built-in recursion to ensure you can trigger the reaction every turn. That said, if you get the Emperor’s Favorite Shuttle train rolling early, you’re in great shape. Its value is slightly higher in Pilot decks, where you have more fodder the reaction and recursion in Stay on Target. I’m curious if a Black Squadron-based Pilot deck can find room for this.

Majestaat (4.5/5) – Really good stats, and while I prefer shielding over elite, this statline without that keyword makes it a subpar T1 play, when you really want the best possible Force Holder/defender. Once the Force has been dealt with, however, this is a great drop. The reaction will be basically impossible to trigger if you don't see an Emperor's Favor, but getting to remove focus from any unit is incredible, especially in Sith. Doesn't allow you to double strike for dumb results, but does open the opportunity for more aggressive play while still keeping a decent line of defense. Although the Shuttle itself might not be the best target for that as it only has 2 guns on defense, getting to trigger shielding again could be invaluable. As in all things Sith, the best case scenario would be to have GA Vader or any Palpatine out. Heavy damage to objectives and crippling results against units.

Shuttle Pilot (258-3): 10 out of 20 possible points.
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doctormungmung (2/5) – Remember how the shuttle likes enhancements on it, well, now there’s a cheap pilot to give it edge one. But really, what this unit does is provide fodder for the shuttle’s ability. In desperate times, it can be used as a cheap black gun. But if you are not seeing the shuttle, there’s little this unit is doing for you. Unless you are working with a Black Squadron build, then all bets are off.

yodaman (4/5) – This 1 cost pilot chud exists for one main reason – to fuel the Emperor’s Shuttle’s ability. While he’s a pilot he also gives edge 1 which is great for the cost. But really, you’ll end up putting him on the Shuttle and sacrificing him at the appropriate time to keep balance or free up a unit.

pantsyg (2/5) – This card is probably just too fair. Edge 1 for a vehicle is decent, but pilot 1 is a little much for it (see Kill Marker, the LS equivalent). Obviously meant for the Shuttle, but without Stay on Target, there’s no way to recur it.

Majestaat (2/5) – Pretty irrelevant as a unit. Not the best as an enhancement either because it contributes so little to traditional Sith and the set isn't exactly geared towards TIEs either. With a blast instead of the gun or a pilot cost of zero, she would pull her weight more often, but as it stands, she's quite mediocre. You'll remember her indirectly for the Shuttle's ability, but not because of her own merits.

The Emperor's Favor (258-4): 20 out of 20 possible points.
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doctormungmung (5/5) – Now here’s an enhancement to get excited about. With all the targeted strike that Sith has, getting an extra gun to throw into that really ups their board removal game to even higher levels. Now only can DLotS Vader now swing in with four guns, he also gets an extra health in the bargain! That’s crazy good. Annnnd, you can play this from your discard pile? At least it doesn’t have any force icons, otherwise this would be seriously broken. As it is, it can still go on the Shuttle, or even the Executor. If you’ve got the resources, throw this onto Pic and clear their board with bouncing targeted strike and tactics.

yodaman (5/5) – A great 1 cost enhancement that give a Sith unit an extra black gun and an extra health. On top of that you can play it from discard so you don’t have to have it clog up your hand to get use out if it. It’s not unique either so two of your units can find favor with Palpy.

pantsyg (5/5) – Who doesn’t like an extra gun, extra health, and recursion. This is the gas that makes the Shuttle go, but it’s also great on Sith mains or Royal Guards.

Majestaat (5/5) – Cheap, effective and reusable. Nothing to dislike here, except it showing up too early when you can't play, as it won't contribute anything to edge either. Come midgame, this will become a great card, insane if you have a board with the Shuttle.
More guns for killing threats and more health to stick around, which, in turn, makes it harder for the LS to get its unopposed bonus!

Sensor Array (258-5): 16 out of 20 possible points.
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doctormungmung (4/5) – Another resource, which Sith doesn’t really need (although they have been a little dry on them recently). But the big thing here is that Sith gets (more) in faction even cancel. You have to keep the resource open (so no spending it on the Emperor’s Favor), but that’s not a huge deal, considering Sith frequently keeps resources open for things like Force Lightning (and they usually have plenty available). The bigger cost is having an enhancement in hand to pitch. Sadly (luckily?) pilots don’t count for this, so more often than not you’ll be pitching a lightsaber or a resource. If you’ve got the perfect setup, you can pitch the Emperor’s Favor, then play it from your discard. Did I mention that it was a good card? Being able to stop YYSY that one time makes the setup and cost worth it.

yodaman (4/5) – Event Cancel is one of the most powerful effects in the game and Sith just got a potentially repeatable one although the cost is a bit steep. The enhancement is actually a 2-1 resource card that you have to focus and also discard an enhancement in order to cancel the event. Since Sith often has expensive cards to play, time will tell if you can afford to keep the resource free consistently to be able to threaten to cancel an event.

pantsyg (4/5) – A non-limited resource is excellent, and the event cancel is solid. While LS relies less heavily on events now than in metas past, this is a nice piece of insurance against potential game-enders like Bamboozle, My Ally, and Concentrated Firepower. I really like that it gives you something to do with Sith Libraries if you’ve drawn too many of them, but sometimes you’ll really need this and won’t have the enhancement to pitch.

Majestaat (4/5) – The Sith have plenty of limited resources, so getting a non-limited one is actually quite a big deal. If you're willing to weaken a turn, you could focus on ramping for an even earlier Palpatine.
Then it's got a rather conditional event cancel, but an event cancel nonetheless. That can never be underestimated.
Also one of the few resources to sport two force icons. So even though it might not always be the best resource, it's not nearly as bad as drawing Meditation Chambers or Libraries later into the game.

Well Equipped (258-6): 16.5 out of 20 possible points.
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doctormungmung (4/5) – While Sith was slow to the enhancement parade, they always typically had a few for their best units. Vader or Mara loved their sabers (and still do). Now with a few more sabers and the Emperor’s Favor, Well Equipped becomes very dangerous for the LS. Getting a targeted striking main to attack twice in a turn (three times or more with Rage) is close to a guaranteed with. Or just healing that one extra damage off of your big unit that the LS has been pinging away on over multiple turns.

yodaman (4/5) – Sith finally gets a copy of this fate card which can be extremely useful when timed right. Fits well here thanks to the Emperor’s Favor enhancement.

pantsyg (4/5) – This set is the king of unfocus effects. In Sith Mains, anyone with any Lightsaber becomes way more dangerous; in fighters, any piloted fighter becomes way more dangerous. Solid.

Majestaat (4.5/5) – Having a reusable enhancement and this fate in the same set will always be fantastic, making it much more unpredictable and far easier to trigger. Having someone with a lightsaber strike once is already pretty bad. Having him strike twice is downright lethal.

Overall: 16 out of 20 possible points.

doctormungmung (4/5) – While not flashy, this is a super solid set. It’s got a main, event cancel, focus removal, and perhaps the best unit enhancement we’ve seen in a while (and we’ve seen several good ones). It’s also got a resource, isn’t particularly expensive, and has decent edge (if a bit low for Sith). Oh, and I forgot card draw, too. There’s really not much more you can ask from a support set. And you can argue that this is more a main set, in which case double win. This set should see a lot of play.

yodaman (4/5) – On the surface, I really like the looks of this set, but I feel the individual parts may be better than how the set plays as a whole. It’s got a decent main, a resource (technically) a good fate card and a way to potentially cancel events. Unfortunately, the fact it only has 1 real unit makes it a bit risky to run as a 2 of since you risk some bad draws.

pantsyg (4/5) – This set is really close to a 5 for me. Unfocus effects on DS are extremely powerful, allowing you to push damage while still having defenders. That said, it only has one unit, exacerbating the Sith Draw effect if you run it with Sith characters. This isn’t to denigrate the set at all, as there’s some really powerful stuff here, with just one dud in the pilot. In Fighters, this set is likely even stronger.

Majestaat (4/5) – I really want to give this a higher score. Cursed pilot! A strong main, resources, decent edge, draw (which means better edge than on paper), reusable buff and unfocus tech. Also event cancel, though as said, it's quite hard to pull.
The only glaring weakness is that pilot. I understand wanting more enhancements for the Shuttle to feed upon, but really, just give me another playable unit.
It has nice enough synergies with a Black Squadron deck, the objective in particular being insane. But I still found the cards here to work better in Sith characters.

Technological Terror (259-1): 20 out of 20 possible points.
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doctormungmung (5/5) – Getting a two resource elite objective is nuts, as Spice Trade has shown. This one is both a little more risky and a lot more secure. It does count for your opponent when they blow it up, and it’s under-healthed at four, but four is still a number you have to work for, as opposed to the two of Spice Trade. Add to that you get a mostly good while undamaged rider, in that the dial is considered one higher. That means that you can win when the dial is at 11. It’s also a big buff for the Death Star itself (we’ll get to that in a moment). It does have a downside, though, in that it makes Yoda more of a killer, pushes you into desperation range sooner, and helps turn on the bonus damage for Prep for Battle. Frequently, though, the LS will turn off this dial boost, so just be happy you’ve got a two resource elite objective on the table churning out units and events.

yodaman (5/5) – It’s about time Navy got a good objective (insert sarcasm sign intended for Dr. Sheldon Cooper here). Um, seriously though, did Navy really need an elite objective that generates 2 resources and has 4 health? On top of that, while it’s undamaged the Death Star Dial is considered to be 1 point higher. Flip it up when the dial hits 11 and auto win!

pantsyg (5/5) – Who decided Navy needed elite objectives? With their tools to protect objectives, like Tarkin Doctrine and Entrenched Defense, the 4 health is a fairly minimal downside.

Majestaat (5/5) – Absurd. We have gotten some good objectives with 4 HP, but not one with this many upsides. I can deal with 2 resources and elite considering what the set supposedly wants to do (even then, it seems too powerful). I don't quite get why it needed that free dial tick while undamaged. Few things feel as bad as the DS winning because you, as the LS, did what you were supposed to do and destroyed an objective. Then this happens to show up, dial goes from 11 to 12 and you lose.
So, this objective is incredible at every stage of the game. "Good" thing Navy has so many stupid objectives they will suffer no matter what they ditch in their opening flop. At least the player will feel bad for a few seconds before he proceeds to steamroll you.

*Death Star (259-2): 20 out of 20 possible points.
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doctormungmung (5/5) – We finally get the ultimate power in the universe (sorry Vader), and boy, is it a doozy. FFG learned from their goof in the challenge deck, and made this version immune to LS effects. So no losing it to Sabotage. It’s also immune to fate cards, Luke’s ping, Han’s first shot, and just about everything other than tactics or guns. And even then, if it’s not in an engagement, it’s immune to tactics as well. So it’s nigh impossible to lock it down. Did I mention is has shielding and elite? And all its icons are black. It always has a tactics, and guns and objective damage equal to the current dial. So by the time it hits the board, it can take out pretty much any main in the game, and will most likely also take out an objective. As things get rolling, it only gets more powerful. And it doesn’t much care if you have the edge, because it has 12 health, so it can take several hits. It’s biggest enemy are units that have multiple tactics, in which case you do care about edge. But they aren’t super common (Speeder Bike, BtS Yoda and any Obi). But with the five force icons, it can help make sure you do win edge. Now, what does all this cost you? Well, going with the theme, 12 resources. That’s pretty steep, but it’s not all that hard to come by, particularly if you build your deck for it. You do have to rely on living resources, but if your opponent goes after those, you’ll still have around 10 resources for other things, like Chimaera and a Golans, leaving you with a five pip card for edge. That’s a win-win.

yodaman (5/5) – It’s only taken many years, but we finally have a Death Star that exists in the game outside the challenge decks. As a unit it’s incredible. You get a black tactics, you get a gun and blast (both black) for every point on the Dial a la Echoes Yoda. You get shielding. It’s elite. It has 5 force icons. It can’t be affected by enemy card effects. Damage dealt by it can’t be redirected or prevented so protectors are useful against it. You can’t place focus tokens on it when it’s not in an engagement. Really the main cards that could potentially deal with it and lock it down before it shoots are Obi and Speeder Bike. It may not hit the board much since it does cost 12, but when it does watch out!

pantsyg (5/5) – Obviously this unit crushes everything when it hits the board, which is unlikely. In my eyes it still earns a 5, though, as a massive edge card for the already edge-rich Navy.

Majestaat (5/5) – If you have what it takes to play this heartless ball of death, you could have probably won by other means anyway. That said, you do get bonus style points for playing and winning with the Death Star, which is virtually unstoppable and one-shots everything it puts its sights on. If you don't like feeling like a bully, or simply can't pay for it, it's still likely winning you any edge battle.

Fleet Navigator (259-3): 13.5 out of 20 possible points.
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doctormungmung (3/5) – Non-limited resource with white tactics and two health. I love this guy. He’s sturdy, can run interference in a pinch, help you lock out your opponent’s board. He’s also an officer so he can make use of the various Officer buffs or costs (Apology Accepted is a nasty card that the Navigator almost can fully pay for himself, using his resource and sacrificing his life to get a ship up and ready again to continue the fight).

yodaman (4/5) – a reprint of this chud which makes sense here. You need resources to get out the Death Star. This unit costs 2, has 2 health and also has a white tactics to go with the resource it generates. I’ll take it.

pantsyg (3/5) – A 2-drop with tactics is decent.

Majestaat (3.5/5) – Provides resources, provides a tactics, provides an officer for some cards like Apology Accepted. Simple yet very effective card all around.

Death Star Engineer (259-4&5): 18 out of 20 possible points.
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doctormungmung (4/5) – Where the Navigator is good, these guys are great. One cost for a blast and a resource. Admittedly the resource is only good for capital ships or space stations (surprise surprise). If that were it, these guys would be more than worth their cost. But they also can be sacrificed in the deploy phase to remove a focus from, you guessed it, a capital ship or a space station. So, if you do have the Death Star out, attack with it, then pitch one of these guys to free it up for defense, along with perhaps a leftover shield from its weapons test. This also works with an over-clocked Gladiator or Chimaera. Combined with the Early Warning System these guys make it very hard to keep Navy from having some solid defenders on the the LS turn. And did I mention their blast (I did)? If you don’t need or can’t use their resource, and have an open board, start loading up the LS objective’s with damage to close out the game faster.

yodaman (4/5) – More resource cards. You get 2 of these in the set, but hese are not your average 1 cost, 1 health, 1 resource chuds. Even though their resources can only be used to pay for Capital ships and Space Stations, chances are you’re building your deck with those types of units in there so it’s not a big deal. They even come with a white blast so you can get in some cheap damage if they can swing unopposed. Also, you can sacrifice them to take a focus token off a capital ship or space station during the deploy phase. Sure seems like this might fit well with lots of Navy ships as well as the Sith Executor.

pantsyg (5/5) – Who decided these should have bombs? Why are these non-limited? Sure there’s a “restriction” on what you can pay with for them, but come on--Navy units are, by and large, capital ships these days. The sacrifice effect is incredible, allowing you to pull double duty with your capitals or get out of a jam when you get locked down. And again, why do these have bombs? Their only downside, really, is when you draw too many and no big drops to buy with them--and they’re useless on defense.

Majestaat (5/5) – These guys are busted. Non-limited Navy resource (though limited to certain units, which isn't enough of a restriction)... which comes with a blast... and a pip... and a dumb ability, allowing them to refresh other dumb units.
They're overloaded, plain and simple. They do way too many things, way too well.

Control Room (259-6): 11.5 out of 20 possible points.
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doctormungmung (4/5) – And finally Navy’s standard limited resource. It’s a two for two, which isn’t very efficient, but it really helps build up the base for burst turns, or, say for deploying the Death Star.

yodaman (3.5/5) – The standard Navy 2-for-2 resource gets reprinted yet again. Navy can always use more resources so this never hurts especially if you want to try to make that Death Star operational.

pantsyg (2/5) – While I see the theme (you need resources to play the Death Star!), honestly I’d rather have something else here. Many of the core Navy sets feature Control Room or another resource, and there is such a thing as too many resource cards in a deck.

Majestaat (2/5) – I mean... you need resources. This provides resources... as well as just about everything in this set. And this is still one of the worst resources out there. As one of us said in an older article (Salty, I think?), you play Control Rooms because you have to, not because you want to.

Overall: 19 out of 20 possible points.

doctormungmung (4/5) – This objective set is pretty nuts. It’s got a ton of resources and a bomb edge card, so it can slot into just about any deck. But where you get the most bang is in a navy deck that has at least some capital ships. In that situation, just about the whole set meshes perfectly. If you haven’t been seeing your capitol ships or space stations, the Engineers are one cost bombs to throw at your opponent. You have a tactics chud that’s also a resource. You have an elite objective for significant resource acceleration. And you have the Death Star, which directly synergizes with most of the other cards in the set, or just is enabled by the remaining two. When it all clicks, you have an incredible unit that will close out the game for you. Offense, defense, force struggles, edge, this set does it all. And really, it should considering how much money the Empire spent on the thing.

yodaman (5/5) – A very powerful set as we already saw at Worlds. The existence of a 5 pip edge card in Navy definitely has an impact. FFG did a good job designing this set by pumping it full of resources to help get the Death Star out, but in the form of units that could potentially help in other ways.

pantsyg (5/5) – The set primarily gets its rating from the bonkers objective and the ridiculous utility of Death Star Engineers. If you’re being honest with yourself you admit that the Death Star is unlikely to hit the board, and the other two cards are OK at best, but the massive ramping allowed by the objective and Engineers is exactly the sort of thing that makes LS players cry. I do like that the set allows you to take more non-resource sets in your deck, allowing you to experiment with pricy sets like Inexorable Destruction, Imperial Vengeance, Moon Blockade, or even Executor Arrives in mixed-faction decks. Just make sure you build your deck with plenty of big Capital Ship drops; I’ve definitely run into games where I’ve drawn tons of resources, but didn’t have enough big bomb units to spend them on and ended up getting outpaced on board.

Majestaat (5/5) – Navy's best units are Capital Ships. I mean, sure, you got the likes of Tarkin or Yularen who have insane abilities, but ultimately, your vehicles close the games. This set is all about supporting said vehicles, deploy them disgustingly fast and get as much value out of them as possible. Tons of resources and even cheap blast to help bring LS objectives down. It's kind of a shame that the most iconic card in the set so rarely hits the board, yet it still gets a ton of work done from the shadows by winning edge battles.
Although I can't say I agree with some (most?) design choices here, I do appreciate having so many resources in a single set, as that allows you to experiment with other pods that don't usually see play because they lack the money to support themselves.

Heart of Cold (260-1): 15 out of 20 possible points.
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doctormungmung (4/5) – Scum finally gets their affiliated fate card objective set, and as usual, the object gives a benefit when you reveal one of a scum fate card (reveal is always a good thing to see here, because it means that you still get the benefit even if your opponent used a twist). And also in keeping with Scum’s theme of objective damage control, they get to heal a point of objective damage. So between this, Corrupt Officials, Dengar’s objective, the healing guards, etc, Scum has a lot of ways to keep their objectives on the board. And when the LS’s win condition is to destroy objectives, healing damage, even just a single point, goes a long way to making them lose the game.

yodaman (5/5) – Anytime you can heal an objective, it’s a great ability. When this objective it out and you play a Scum fate card in an edge stack, you can do that.

pantsyg (3/5) – It’s boring, but it’s more damage mitigation in a faction loaded with it, if that’s your thing. I don’t think I’d start it as it’s probably triggering only twice in the average game, but sometimes you’ll hit the dream and heal 4 damage.

Majestaat (3/5) – Weird one. On one hand, you want it out early to get the most out of your limited affiliated fate cards. On the other hand, it's simply not strong enough to pick it over other options among your first four objectives. Realistically, you should be getting 1-2 heals from this. Very rarely, got get over two. Maybe much more if you get greedy and start with both copies out. But what if you don't draw your copies of T&N? Blank objectives.

*IG-88C (260-2): 17 out of 20 possible points.
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doctormungmung (4/5) – Iggy’s ability is kind of nuts. Unless you can get him off the table in a single swing (or with a single card), he’s going to capture one of your units, possibly even the one that just took a swing at him. At least he’s limited to exhausted units, which means that your tactics chud just became super expendable. The LS has to be very careful about just throwing in anyone with a gun at an objective, because Iggy will jump in and take a hit to start thinning the board. Give him extra unit damage or tactics or multistrike capabilities (all things Scum has access to), and you wind up with a damned if you do / damned if you don’t unit the LS has to deal with. The only saving grace here for the LS is that this version of Iggy doesn’t have the best icon spread. Three icons for four cost is a bit steep. But two black guns kills most chuds and puts a big dent in a main, and the blast can also add up over time (not that Scum really needs help in taking out objectives). He’ll take a bit of work to play correctly, but he’ll take considerably more work to play against.

yodaman (5/5) – The newest model in the IG-88 series is really good. He’s got 2 guns and if you run him with Iggy-B you can turn him into a 3 gun machine. He’s also got a black blast. On top of that, if he’s targeted by an enemy card effect or just gets hit with damage or focus during an engagement, Iggy-C gets to capture a target exhausted enemy unit. That’s some serious board control.

pantsyg (4/5) – IG-C is a little weak in the icon and pip department for 4, but his reaction is very strong. While he can be played around, it’s not easy--especially given Scum’s penchant for cheap tactics, meaning you’ll rarely have an unfocused board when it comes to attacking into him. If he blocks and you can’t kill him in one shot, something is going away. Often that’ll be some tactics chud you sent in to divert him, but that’s only if you have a completely unfocused board. I love units that change the way your opponent can attack. I feel he’ll often find himself under a mountain of focus. It doesn’t feel great to pay 4 for a tactics sponge, but sometimes the necessity of locking him down will allow your other dangerous units free reign. He gets really nuts if you can play him with the Jabba discount.

Majestaat (4/5) – What an annoying metal bastard. If you can't turn it into scrap right away, it'll start capturing the LS units just by standing in their way. This is compensated by subpar stats and lack of any keyword. I think it could have had a little extra, like a third pip or a white blast.
In any case, Iggy-C has the potential to completely warp how your opponent approaches engagements. With the support provided by the likes of IG-B, Illegal Modifications or Upnaughts, it can become quite a nightmare to deal with C.

FEX-model Combat Droid (260-3): 14.5 out of 20 possible points.
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doctormungmung (4/5) – This droid is very efficient. Three black icons for three cost (that like to blow up objectives), with three health is a great deal. Being a droid gives him access to the various droid buffs that are out there to boot. It does come with a drawback, although it’s also kind of a benefit as well. Most of the time, your opponent won't have their affiliation open, so you’ll be able to put this guy where you want him. But, particularly if you’re holding him back for defense. The LS can make sure they pull him out of the defensive line. Although that means they have to dedicate their affiliation card (and thus a resource) to the task. It’s almost like a reverse Headhunter tax. LS tend to be a lot less flush with resources, so sparing a specific one is a bit hard. And in multi-affiliation decks, the affiliation card becomes key to the LS deck being able to operate. Still, most of the time I see these models being used to power the Scum offense machine, bringing around the rapid end of the game, one way or the other.

yodaman (4/5) – This droid is very interesting for his 3 cost. He’s 3 health and comes with 3 black icons (1 gun and 2 blast). Again he can pick up an extra gun with Iggy-B being on the board. Your opponent can keep him out of an engagement by focusing their affiliation card, but chances are the FEX droid will be in whichever engagement you want.

pantsyg (3/5) – A mildly underpriced unit with a downside that’s only relevant in the later game. Right now, LS can rarely afford to leave their affiliation open to push him out and not get ramped out of the game, so he’ll usually be a beatstick with which to hammer on LS objectives. Did Scum really need another cheap source of 2 blast?

Majestaat (3.5/5) – Decent attacker. At 3 HP and with black icons only, it can ignore edge most of the time. Its forced reaction means almost nothing when it's attacking, since it can then swing elsewhere. It makes a slight difference if you would want to have it on defense, which is unlikely anyway.
Nothing impressive but gets the job done when it's time to close the game.

Upnaught (260-4): 13.5 out of 20 possible points.
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doctormungmung (3/5) – A re-hash of an old card that works pretty well in the now droid themed deck. The Ugnaught is solid with two health, has a resource, and an interesting free ability. Scum can capture card’s pretty easily if they want to. And being able to heal up a droid or vehicle when that happens is pretty nice. Particularly with Illegal Modifications burning through your droids while they burn through your opponent’s objectives.

yodaman (4/5) – An interesting reprint here which is meant to complement Iggy-C and other capture mechanics. The Ugnaught comes with a resource too which is always nice.

pantsyg (3/5) – A 2-for-1 resource chud with slight upside for the longevity of your Droids. Seems ok in the sort of deck that’s running this set, which will almost certainly have other capture effects. There are definitely some nutty things to be done with this guy and Illegal Modifications on IG-C.

Majestaat (3.5/5) – Nice reprint, even if he's worthless as a unit. Capture is now a thing, and your droids will appreciate the continuous healing. Do note there's no limit to this guy's reaction, so you can get a bunch of healing per turn, so long as you have enough capturing effects. Even works with some very consistent cards like Tatooine Crash. Easy healing, which is incredible on IG-C, or any droid abusing Illegal Modifications.

Tricks and Nonsense (260-5&6): 18 out of 20 possible points.
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doctormungmung (4/5) – I’ve come to loathe this fate card, having come up against it on numerous occasions. Having your tricks shut down mid combat can be brutal. Imagine not being able to bounce the Falcon (and thus losing it to damage), or not being able to multi-strike with Luke on an objective that just needs to die, or redirecting to a new objective with Endor Han. Triggered abilities are limited to Action/Reaction/Interrupt abilities, but there are plenty of those, and they tend to be the most powerful. So shutting those down when the LS needs them the most is just really mean.

yodaman (4/5) – Much like it’s LS counterpart, the Scum version triggers if your opponent puts a Smuggler or neutral card into an edge battle. The ability will certainly be helpful in certain situations as you might stop a Falcon from bouncing or a protector from saving a unit.

pantsyg (5/5) – Easy to trigger, and probably even more powerful on DS than LS. I loved it in BoShek, and I love it here.

Majestaat (5/5) – Even though this set isn't geared to get that much of a bonus from this fate card as it was in On The Run, the text on the card itself is still incredibly powerful and reasonably easy to trigger. When you thought Scum could not become more disgusting at edge battles, they give you a kick in the nuts to remind you that everything is possible.

Overall: 16.5 out of 20 possible points.

doctormungmung (4/5) – While not as great as BoShek’s set, the Scum’s fate card set is solid, with a powerful main that will likely thin your opponent’s board, or get to attack unopposed, an efficient secondary unit that loves blowing things up, a resource that heals your other unit, and fate cards that make life hard for the LS when they need their tricks. The edge count is only so-so, but all the icons here are black, so winning edge is less important for this set. Just don’t let Iggy get popped before he can work his magic.

yodaman (4.5/5) – Another interesting Scum set that fits into a Scum agro deck and decks that focus on capture. Scum seems to still be getting good tools and it’s often hard to figure out which sets to use since there are so many options. It could also fit into a deck based on All Out Brawl where you could have lots of guns.

pantsyg (4/5) – It’s another Scum capture stuff set. I love the way IG-C distorts how the opponent has to use tactics and plan their attacks, and I like its 2 large bodies. This feels like something that could slot into a variety of Scum decks in the flex spot and do well, even without building around Droid synergy. I doubt you’d build a deck around this since C isn’t an elite main, but it’s another tool in the Scum box.

Majestaat (4/5) – You could fit this in just about any Scum deck, though it's likely best played alongside Droid Revolution at the very least. You could fit in a combination of Out of the Mists and Jabba then for more capture and discount on your most valuable units.
I almost want to give this a 3.5 because I really dislike the objective and the units in general feel a bit lackluster. Maybe because of their low pips, which seems to be a common droid problem. Makes sense they would be weak at the Force.
It seems like, ideally, this set wants to go all aggressive, winning a war of attrition thanks to the healing and repeated capture. Fun but risky proposition.


Just how insanely delayed was this article? Probably not as much as FFG with the new cycle, but still unexcusable. I could rant about a few things, but let's stay elegant and take the Alliances Cycle as an opportunity to start fresh.

Talking about the Alliances Cycle, I completely forgot about the spoiled cards so far. Talking the new affiliations and Vader's Army into account, I might be off with my scores on the Heart of Cold pod. Sorry I don't have the time to re-review it.

The Opposition Cycle has been brought to an end, and it's been another great cycle overall. That said, I think the main premise of the set, which was the conflict between some particular affiliations wasn't quite as explored as I had hoped. Sure, we have some objectives and fate cards that are very strong in certain matchups... and that's it?
I'm not asking for such strong abilities like in Tricks and Nonsense, but more Jedi cards having a slight boost against Sith and viceversa would have been really cool. Just something to make those iconic matchups more flavorful.
I'm also hoping we see more affiliated fate cards in the future. Probably not pods with 2x copies of them, as some of the current objectives would get out of hand, but a little something, even if a single copy in a limit 1 per deck pod.

Guess that's all for this time. We'll be awaiting the start of the new cycle, and try to improve our times with these works.

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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