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The Mos Eisley Mafia: SWCLG "Trust in the Force" Force Pack Review - Light Side

Star Wars LCG Community Review doctormungmung yodaman Rio Majestaat Yodas Hut

-doctormungmung, Massachussets' evil genius;
-yodaman, he who you seek when numbers are involved;
-Rio, prophet of falling and rising skies;
-Majestaat, the one to blame for typos and delayed articles.

It's to be noted that due to the SW:LCG's unique way of deckbuilding, it's impossible to just pick the stronger cards. You're likely to stick with some undesirable cards no matter what. Hence, the different scores could be seen (more or less) as:
1 – Poor – Edge fodder. Drops the total value of its objective set.
2 – Bad – Most likely edge fodder. Either too situational or clearly not strong enough for its cost.
3 – Average – Not stellar but does its job decently.
4 – Good – Solid card with guaranteed impact.
5 – Great – Gamechangers you will always be glad to see and play, if able.
* = indicates unique card.

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Top 3 LS Cards (actually 4 because ties):
1 – *Obi-Wan's Robes (Danger in the Wastes), with 20 out of 20 possible points.
2 – *Major Bren Derlin (Inhospitable Deployments), with 20 out of 20 possible points.
3 – Evacuation Plan (Inhospitable Deployments), with 20 out of 20 possible points.
4 - *Dune Sea Hero (Across the Dune Sea), with 20 out of 20 possible points.

Top 3 DS Cards:
1 – Patrolling the Wastes, with 19 out of 20 possible points.
2 – Cargo Skiff (Patrolling the Wastes), with 19 out of 20 possible points.
3 – Shield Generator Modification (Patrolling the Wastes), with 18 out of 20 possible points.

Overall best rated Objective Set:
Inhospitable Deployments, with 20 out of 20 possible points.


Danger in the Wastes (280-1): 13 out of 20 possible points.
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doctormungmung (3/5) – Today I’m feeling less generous and will give the generic two resource objective the lower of my two ratings I have for them. And honestly, there are now more LS resource sets that slot into most decks that the generic two is less of a needed commodity. Add to that some of the fantastic objective abilities we’ve been seeing and getting something this bland is rather meh at this stage of the game.

yodaman (3/5) – Vanilla 2 resource objectives are fine. Not much else to say

Rio (4/5) – Jedi get a 5 health 2 resource objective. I think this is their first one. It is vanilla otherwise

Majestaat (3/5) – Uninspiring, but it allows you to play Ben right from the start.

*Obi-Wan Kenobi (280-2): 17 out of 20 possible points.
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doctormungmung (4/5) – Yet another Obi, and as usual, he doesn’t disappoint. The two tactics on him is really his shining feature. Being able to stop a shielded unit from striking is game breaking in the right situation (Palpatine, Death Star, etc). To go along with his great stats are now conditional abilities, giving him more durability, protect and edge. In this age of multicolor decks, it’s fairly easy to get him at least one extra ability, if not more. And even in a mono deck, Obi with four health is significant. As usual, the only thing really holding him back is his cost.

yodaman (5/5) – I really like this version of Obi, even though I never seem to draw him when I play this set. His combat icons are pretty typical Obi, but the bonuses he gives are great and if you build a tri-color deck you can get him to have 4 health, edge 1 and Protect character. 4 pips never hurts for edge either.

Rio (4/5) – There is a lot going on with this guy. I find it interesting that his ability says “another”. That means no paint job for him. He has the normal Obi Wan stats, plus gaining an extra Health with another Jedi unit, edge 1 with a Rebel Unit and Protect character with a Smuggler unit. All things are good. I think shielding would’ve been cool for the Jedi, but that’s just my nitpick.

Majestaat (4/5) – I'm a bit surprised FFG decided to go back to making Obi's blast white considering his high cost and low base health, although that issue can be mitigated if you have another Jedi unit out. A small problem about the health buff is pod doesn't include another Jedi unit, so if you want to go real crazy with a tricolor deck, you'll need at least another Jedi set to get a max powered Obi-Wan.
Normally, you'll be building to have just 2 of his bonuses, which means you either give up the edge (1) or the protect character. Feels a bit bad, but you can definitely live with that.
Worst case scenario, you still have a very strong edge card.

Steadfast Settler (280-3): 13.5 out of 20 possible points.
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doctormungmung (3/5) – Influence resource chud with two health and blast. That’s really pretty close to the gold standard for a resource chud. The two for one is a bit of a pace hit, but that’s fairly standard with influence resources. She isn’t limited, though, so you can drop her with whatever other resources you want in a turn, getting your economy set for the rest of the game.

yodaman (4/5) – Having a 2 cost chud with a white blast seems just okay on the surface even though LS always needs blast. But this is a living resource that’s better than normal since it has the influence keyword which makes this chud pretty versatile.

Rio (3/5) – A resource chud with influence. I like her. She has a bomb so she can come in for a win and activate an Allies fate card. Very solid.

Majestaat (3.5/5) – An Influence resource to keep your mixed affiliation deck consistent early. A bit of blast on top to help destroy objectives late. Should always prove useful enough.

*Obi-Wan's Robes (280-4): 20 out of 20 possible points.
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doctormungmung (5/5) – So now the LS can have a reserve of 11 (possibly more if I’m missing something, which is probably pretty likely). Use the rebel/jedi affiliation to start at seven, then have a couple of Dodonna’s objectives out, and give Obi his robes. Admittedly, that takes some setup, but seeing nine cards to start doesn’t take that much to see the combo pieces. But really, what this is is just consistent reserve boost, which, honestly, the LS doesn’t need at the moment. Needing to have a rebel/smug card in play to turn it on isn’t an issue, really.

yodaman (5/5) – Card advantage, anyone? Get the robes on Obi and you can generate a ridiculous hand size (+2 reserve) if you’ve got either a Rebel or Smuggler card on the table. Just on anyone it gives you +1 reserve. For 1 cost, the benefits are really powerful.

Rio (5/5) – They are good. The Light side didn’t really need any more cards to increase their reserve. Coupled with 7 reserve and Planning the Attack, it might be too good.

Majestaat (5/5) – Cheap reserve boost. That's pretty strong, as long as you're not drawing it the very last turn of the game. While you may feel tempted to play this on Obi -with good reason-, I can't say I'm fond of that move. Ben is already drawing enough attention as he is with his double tactics. No need to put an even bigger target on him. And if you avoid combat with him to keep the Robes safe, you may not be getting the most out of him. More often than not, I'll try to enhance a cheap support unit. I lose some reserve, but then I don't have to be overly cautious around Ben.

Krayt Dragon Howl (280-5): 15 out of 20 possible points.
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doctormungmung (3/5) – There are plenty of high impact DS characters that cost three or less, so being able to remove one from an engagement before it can strike is great. But there are also a lot of high impact four cost characters, or any cost non-characters, that there will be enough times when this card isn’t really getting you anything. For example, vs a TIE deck, this card is useless except in edge, at which it is alright.

yodaman (3.5/5) – Maybe it’s just the games I’ve played recently, but this potentially powerful card has seemed more situational than I expected. For 1 cost you can remove all enemy characters with cost 3 or lower from the engagement. That means it’s basically worthless against vehicle decks. While you can push out some decent units with it, the powerful characters like Palpatine, Xizor, Vader, etc.. aren’t affected at all. I can’t help but wonder if there might be some potential combo with this card and the classic unblockable ships (Blockade Runner and Sleuths).

Rio (5/5) – Wow. This card is nuts. It completely stops a darkside chud wall. It cost 1, which is a theme with this pack. Cheap, scary tricks.

Majestaat (3.5/5) – While the card sounds great on paper, and will actually be great in some cases, there are enough scenarios where it isn't doing anything that it becomes just okay at the end of the day. Thankfully, it has two pips.

Allies of Necessity (280-6): 17.5 out of 20 possible points.
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doctormungmung (4/5) – Pretty easy to turn on for an extra blast and gun. Good fate card. Still.

yodaman (4.5/5) – Always nice to the staple fate card of this cycle, and it synergizes well based on Obi’s bonuses.

Rio (5/5) – It never stops being good. LOL.

Majestaat (4/5) – I've lost count on how many times I've reviewed this card by now. It's still good and you have a neutral unit here to help trigger it. Maybe a bit worse than in other sets because the main is so expensive and the chud will generally be focused for the resource.

Overall: 16.5 out of 20 possible points.

doctormungmung (4/5) – This is a pretty great set, although it’s on the expensive side. It has the resources to cover that expense, but I don’t know, maybe I’m just in a more negative mood. Obi could really use a shield to help with striking and buffing out his protect ability. But really, between him and his robes, that’s all you really need to consider with this set. The Settler makes it so you can drop it into just about any deck, and at 10 edge, you won't have trouble winning those edge battles, particularly with your bumped reserve. Ok, so maybe I should rank the set higher, but someone needs to keep the curve in check.

yodaman (4.5/5) – It’s not Watchers Obi, but this Obi set seems pretty good. 10 total force icons and a resource is certainly at the top end of the curve. The internal synergy is good and since the cycle has focused on multi-affiliation decks this set will probably see a decent amount of play.

Rio (4/5) – This set is really good support for a multi faction deck, but just like all the other Obi Wan pods it’s probably best as a 1 of in a deck.

Majestaat (4/5) – Solid set, even if there's nothing particularly flashy here. Obi needs a diverse board to shine, so he may not feel like the best T1 play, but he still has his usual double tactics, elite and four pips, making him an amazing Force holder if you're okay with taking a slower game.
You overall have a nice utility set for your multi-affiliation deck here. Resources, tactics, high edge, reserve boost, okay blast.

Inhospitable Deployments (281-1): 19 out of 20 possible points.
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doctormungmung (5/5) – I’m going to start off by saying that I’ve always loved Hoth. It’s my favorite part of the original trilogy. And I’ve always wanted strong Hoth decks for both the LS and the DS. So I’m biased. What I said about the curve in the review for Obi’s set? Screw it. On to the objective. One of the problems that Hoth has had (on both sides) is the lack of resources. Well, this objective takes care of that in spades. Most of the LS Hoth units are either troopers or speeders, making this easy to trigger consistently. And having two of these out stack, so you can get out the likes of Rogue 3 for one. Admittedly, most of the Hoth units cap out at two, so you don’t always need to keep both of these if you see them in your opening hand. But it’s nice.

yodaman (5/5) – This objective is just bonkers for Hoth based decks. Getting to reduce the cost of up to 3 trooper or speeder units by 1 can really help you get the swarm going and since it’s limit once rather than limit 1, if you have both out you can reduce the cost by 2 (to a minimum of 1 of course). Back in the day it always seemed like Hoth sets struggled from a lack of resources, but if this objective is out, that basically solves the problem.

Rio (4/5) – Ahhhh, Hoth. What a mess you turned out to be…. I think this card helps the light side Hoth mechanic a lot. One of the biggest weaknesses of the Hoth cycle was lack of resources and this objective attempts to mitigate that issue by reducing the cost of each trooper and speeder you play, and I can tell you from playing this that it does make a difference. How fast you can spam the board when this thing is out is insane, and the plus side is that most of the Hoth units were vastly over costed so you have a massive Moment proof board. The issue is that you have to see it on your flop or it all goes to crap again.

Majestaat (5/5) – I doubt anyone could say anything bad about this objective. It has an impactful effect that becomes even better as you see more Hoth objectives, and it synergizes well with the cards in the set. Granting up to 3 resources per turn, spamming the board with units (troopers and/or speeders) has never been easier. There's only so much the DS can block.

*Major Bren Derlin (281-2): 20 out of 20 possible points.
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doctormungmung (5/5) – Cliffy is already starting well, being three cost with the tactics included in his icon spread. He’s elite and has three force pips. And he’s a trooper, so he gets the objective’s discount. But the real tipping point is the fact that he’ll usually have at least edge two, and frequently edge three. That’s great in itself, but add to the general high edge potential of Hoth decks, and you get an almost guarantee of winning edge in most games. And you definitely want edge for his tactics, which is a great help on both offense and defense. Holding him back for defense is great, because he can make it very hard for the DS to get their edge enabled icons on the attack, which in general slows them down considerably.

yodaman (5/5) – This version of Bren is incredible. For 3 cost you get 3 health and, let’s face it, most likely 3 black icons (one of each type) because he gets Edge[X] where X is the number of Hoth objectives you control. If you’re playing this set, you’re most likely going all in (or nearly all in) on Hoth so it’s effectively Edge 3 (or even 4 if you get the Echo Base enhancement on the table). If you happen to have Hoth Operations on the table and a couple speeders out, you’re probably never losing an edge battle in any engagement Bren is in. And he’s elite on top of all that. Wow.

Rio (5/5) – I would rather have had this unit be a Hoth Leia… but anyways. He is solid, 3 cost 3 pips 3 Icons and edge 3? Yes, please. Granted, his edge X is the number of Hoth objectives you control, but he isn’t going into any deck that doesn’t have 3 Hoth objectives in play, maybe even 4. He is also a trooper so you could play him for 1 with both copies of the objective out. Very, very good.

Majestaat (5/5) – Despite costing 3, Hoth Derlin is very close to a 4-cost main, only lacking an extra combat icon. But he costs 3, and at that price he's incredible, as he should very easily have access to edge 2 or 3 at any given stage of the game. If you're still not convinced, he only costs 2 with Inhospitable Deployments out (1 with both copies!). Yikes.
At 3 pips, elite and his icon spread -which includes tactics-, he's well suited for any role. Have him lead your forces on attack or sit back and drink coffee (I'll assume that's what's in the cup) while holding the Force.

Echo Scout (281-3): 19 out of 20 possible points.
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doctormungmung (4/5) – I really hate to go above a three for ranking a chud, but this guy is really just the bees knees. He’s a trooper, so he comes in for cheap. Then every turn, you get to look at two to three cards from your deck, add one to your hand, and make sure you know what’s on the top of your deck afterwards (for setting up things like APD or Spark). You can either play this guy first, use him right away, and see if you get a better option for a unit than what you had in your hand. Or you could just dig for edge cards to supplement your generic edge bonuses. Or dig for the event you need. And if your opponent wants to commit a tactics to stop you from doing this in future turns, so what? You’ve already gotten your one cost return on investment from him, while leaving your actual threats available. He’s also semi-immune to choke (I consider not one health to be semi-immune to choke). This guy is just great.

yodaman (5/5) – Sure he costs 2 and only has 1 combat icon (a black gun), but his ability is just nuts. Since you’re probably playing Hoth, focusing the scout will let you look at the top 3 (or even 4 cards) of your deck, then just pick the most useful at the moment and put it in your hand. Then you can put the other cards back in any order which means you could rig a draw for something else like APD.

Rio (5/5) – A mini tutor that you can use once a turn? Seems good to me. At 2 cost he seems very fair, as he only has 1 gun, but you’re not using him in combat. He is like a better mouse droid that your opponent can’t stop.

Majestaat (5/5) – Even at full price, the Scout is fantastic. You get to manipulate your topdecks a bit and choose what you want to draw right away. With Attack Pattern Delta in play, he becomes plain absurd.
Cheap utility unit that is sure to draw some attention, be it removal or tactics, which will in turn keep your mains safer. And if he can't be dealt with, the extra card per turn will make a big difference over time.

Wilderness Fighters (281-4): 14 out of 20 possible points.
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doctormungmung (4/5) – The second main in the set. Getting four to five icons for three (or two, or one) cost is a steal, no matter how you cut things. These guys are a big deterrent on both offense and defense with their plethora of black guns (usually two to three, but up to four). And their two blast are solid. Even with the blast edge enabled, you’re usually winning edge battles, so that downside is almost a non-issue. They do have some other negatives. They are a bit squishy at two health, they aren’t much in the way of holding the force (or being pitched to edge), and they aren’t elite. If you don’t have the discount objective out, you might considering giving these guys a pass on the deployment phase unless you have a solid economy. But at two cost, it’s almost always worth playing these guys if you see them.

yodaman (4.5/5) – Based on the edge advantages you’re probably going to have playing this set, the reprinted Wilderness Fighter is going to be a heavy hitter. Nice to see it here.

Rio (2/5) – These guys are horrible by themselves, but in this pod they are actually really solid. You can play them for 2 or 1 with the objective(s) out, which makes them a solid investment. However you need to see the objective…

Majestaat (3.5/5) – In the context of this set, Wilderness Fighters become much better than they used to be. You may be able to play them for cheap, and they provide some much needed blast, which although white, is much more consistent with the potential edge boost from Derlin and free card from the Scout.
I wouldn't add Echo Base Defense for more of them, as they need enough support that I wouldn't want 5 in my deck. But just 2 copies from playing 2x Inhospitable feels nice overall.

Evacuation Plan (281-5): 20 out of 20 possible points.
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doctormungmung (5/5) – MTFBWY on steroids. Go all in on your turn, do as much damage as possible, then play this and free up ALL your units to be ready for defense. Even if you’ve pitched most of your hand for edge on your turn, you’ll have plenty of other edge options (Cliffy, or Hoth Ops/Speeders, or freed up Echo Scouts) to make the DS pause before trying to roll into you. The only thing that you can’t do with this card is both attack and take the force on your turn. But you can contest it on the DS turn. And even if you don’t actually play it, it’s got two pips for edge.

yodaman (5/5) – Another crazy good card. Sure it can’t get you balance back, but for 1 cost you can free up every one of your units after your turn ends to have them on defense. This will allow you go all in when attacking with the knowledge that you’ll still be able to mount a defense.

Rio (5/5) – A 1 cost event that frees up all your dudes to defend. There isn’t much more to say. This card is bonkers.

Majestaat (5/5) – Game winning event right here. You do need to keep a resource open, but being able to free ALL your units for defense after attacking, or having them online by the end of the DS turn after they thought they could cripple them with tactics is absurd.
It has two pips to boot. You want to avoid edging it, but sometimes you absolutely need to or don't have the resource/board to use it effectively anyway.

Battle of Hoth (281-6): 16.5 out of 20 possible points.
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doctormungmung (4/5) – BoH is a great fate card. Three pips (always), and you can heal your objectives (or on more rare occasions, use it as a Target). If you aren’t going mostly Hoth with this set (why?) then it loses a bit of value, but three pips are still three pips.

yodaman (4.5/5) – This fate card is certainly appropriate here. 3 pips is always good and its ability is most likely going to be relevant when you’re playing this set.

Rio (4/5) – It’s always been good in Hoth decks.

Majestaat (4/5) – Battle of Hoth has always been a pretty good fate card. It's just that Hoth as a whole generally sucked so this card didn't see much play.
3 pips with a bit of healing, or the possibility of ping damage if playing the Walker matchup.
You get strong edge without sacrificing mains or valuable events. Me likes.

Overall: 20 out of 20 possible points.

doctormungmung (5/5) – I’ve always felt that the LS Hoth was one good objective set away from a great deck, and I think this is it. Between this and Hoth Operations, you can be rolling in on attack or defense with edge 10 before putting any cards into the edge stack. And the deck will normally have around 90 pips in it, so you get to win most of your edge battles. There are enough LS Hoth sets that you can get different builds that all work together. More offensive with Speeders, more defensive with Sensors are Placed, mixed with Smugglers for Echo Caverns, tactics heavy with Speeder Tanks and Rieekan. The options are out there, and they all bring things to the table. And I get to play a Hoth deck that works! Just watch out for those tauntauns getting choked out….

yodaman (5/5) – This is the Hoth set you were looking for. It’s as if the designers looked at the shortcomings for LS Hoth decks and tried to address every single one of them in one set. 10 pips, ways to get out cards cheaper, blast, tactics, search abilities and a great fate card. This set makes you want to play LS Hoth again.

Rio (5/5) – This set is hard to review. Every card by itself is decent. However, in the context of Hoth mechanics the set becomes crazy good. The entire deck revolves around seeing the objective which could be a problem. Unlike Spark, it’s hard to build a good deck that doesn’t need the objective and still have this pod shine. It will only ever go into one deck, but in that deck, it's pretty darn powerful. Just a score of 3 if you would somehow want to play this outside such deck, however.

Majestaat (5/5) – Like the Ewok pod in the previous pack, this set does a whole ton to carry older Hoth sets. It's very well balanced, nicely patching Hoth weaknesses. A strong resource in the objective, a superb, affordable main in Derlin, consistent draw in the Scout, heavy firepower in the Fighters, cluth attack/defense tool in the event, and all around very high edge with 10 icons total. Wowzers.

Across the Dune Sea (282-1): 14.5 out of 20 possible points.
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doctormungmung (4/5) – Remember what I was saying about good objective abilities back in Obi’s set’s review? Well, here’s a good example. Don’t let your opponent refresh one of their unit. That’s super good. Now, this can be shut off rather easily, but in the early turns when the board is rather small, you’re likely to get the most bang for your buck here. And in the age of the killer objectives, having another one like that that really begs the DS to turn it off will keep your other ones active that much longer. Vs an aggressive DS deck this won't last long, but against a defensive one, you could be reaping the benefits of this for a while. And honestly, if you couldn’t turn this one off relatively easily, it would be super broken.

yodaman (4/5) – This ability is good in the beginning, but it’s only active while undamaged so you won’t get much out of it later on and if they have a few units out they can negate its overall impact. Still, early on you should be able to force your opponent to keep one of their units exhausted instead of being able to refresh it and that can help you establish tempo at the start.

Rio (3/5) – This objective would have been devastating had it came out a year or two ago. However, in the current meta it might as well be a vanilla objective. The entire ability is rendered moot with all the darkside refresh affiliations running around. Also your opponent could always have chosen the Energy Spiders anyways.

Majestaat (3.5/5) – I guess this is as close as we'll get to Dark Lord of the Sith. It's easy to shut down and can be nicely countered by the new "refresh" affiliation cards, but it's still fairly annoying early game. Either you attack for the opponent to defend and then have his unit locked by this objective, or he attacks to shut down the objective, giving you some space for your own attack on his objectives.

*Dune Sea Hero (282-2): 20 out of 20 possible points.
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doctormungmung (5/5) – Did I just say super broken? I may need to use that again here. This one little guy helps negate one of your opponent’s tactics units, plus their best other unit. It’s a repeatable free reactionary Bamboozle. That’s just nuts. All those one tactics defenders become liabilities instead of assets.
When this guy is on the board, the DS is going to have a really tough time stopping any LS attack. And it works while the LS is on the defense as well, so you can’t really lock down their board. If there’s anything broken in this pack, it’s this guy. So on top of this fantastic free repeatable ability, he’s also elite and has three black icons. Really? I love Jawa’s, but this is just nuts. If the DS doesn’t have targeted unit removal, they are going to have a super tough time dealing with him. Yikes.

yodaman (5/5) – I really like the Dune Sea Hero. The 4 cost for 3 health, 2 black guns and 1 black blast is fairly standard. He’s elite and has 3 pips. But the where the Hero really shines is his ability. After your opponent places a focus token on one of your units, you can just move it back to one of theirs once per turn! This Doole-like effect is certainly powerful and will have a big impact if he’s on the board.

Rio (5/5) – He has sand in his eyes! I can’t help but sing Foreigner every time I play this lil' dude, so my review may be skewed towards the sheer joy and elation every time he hits the board. Not to say he isn’t good, because he is. His ability is both an omni shield and a tactic, which is completely insane. All his icons are black, which is really good, because it allows him to ignore edge and enemy tactics, more or less. He makes your opponent not activate Dark Lord, which is a major plus. I think in the right hand the Dune Sea Hero will be a monster.

Majestaat (5/5) – Good overall stats except for the lack of a fourth combat icon. But a busted ability more than makes up for that. He doesn't need to be in an engagement, he doesn't even need to receive the focus like the good ol' Mystics. He downright breathes and sends focus-tech back at your opponent. Utinni!

Jawa Warrior (282-3&4): 13.5 out of 20 possible points.
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doctormungmung (3/5) – Without their play ability, these guys would be meh chuds. But being able to play them from hand into an engagement after an opponent has struck means that you get to do up to two damage to a unit (if non-character) for one resource, and then you have a unit on the board to use in later turns, or even get a surprise unopposed bonus.

yodaman (4/5) – The set comes with 2 of these chuds. Being able to drop them into an engagement is a pretty powerful ability. You do have to save the resource to pay for them, but you can put them in after your opponent has finished striking and then they get to block unopposed and get damage in. The fact they get to do double damage to exhausted non-Character units means you could get 2 guns for 1 resource. That’s good value for their cost.

Rio (3.5/5) – We get 2 of these lil' dudes. They are fun to drop into an engagement and they give your opponent something else to worry about when you have open resources. The fact that they do extra damage to exhausted non-characters is a nice bonus against Navy, creatures, and droids. I had them do 8 damage to finish off an Executor one game. Hera was on the board and I had 2 Jawa blasters in my discard. However, they are fragile at 1 health. But you shouldn’t be playing them until after all enemy units have struck.

Majestaat (3/5) – Surprise damage on a body. Their effectiveness can vary greatly depending on the matchup though, as getting to deal 1 or 2 unit damage is a big difference. So generally, they should be on the weaker side of things against Sith, strong against Navy and somewhat random against Scum.

Jawa Blaster (282-5): 17 out of 20 possible points.
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doctormungmung (4/5) – A free gun, or a repeatable gun at action speed. Again, that extra damage at action speed is something that your opponent will have trouble accounting for. It’s just another thing like the Bo-Rifle, or Luke’s Saber that will have them always going through your discard pile. Did I mention Luke? Having another repeatable enhancement for him just really upped his consistency. And it’s more guns, so more board clearing power. Yeah, Luke likes his Jawa friends.

yodaman (5/5) – It’s a free black gun that you can recycle from your discard pile for one resource. Pair this set with BtS Luke and watch the Jedi master go to town.

Rio (4/5) – A 0 cost enhancement that gives a gun to one of your dudes? Yes, please. You can also surprise it out of discard for 1, and we all know how awesome surprise guns can be.

Majestaat (4/5) – It's free initially, so drop it soon for some more bite and have it become a constant threat once it hits the discard pile, as long as you're willing to pay the resource. Can really help grind the DS board if you're overflowing with resources, or generally just mess with your opponent's combat math. Solid.

Diversion (282-6): 16.5 out of 20 possible points.
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doctormungmung (5/5) – Remember the days when people would play Core Yoda for Counter Stroke? Well, there’s a new option. Diversion cancels any triggered ability (so something with Action/Reaction/Interrupt). Doesn’t matter if that’s on an event, a unit, enhancement or objective. That’s very broad and powerful. Stop Tarkin in his tracks. Snoova who? It’s a bit pricey, but the LS has plenty of resources these days (although not in this set). And when you don’t have those resources and your opponent is playing a trigger-less deck, it’s got three pips for edge. I’ll take this card in pretty much any deck.

yodaman (4/5) – The effect is powerful, but the 2 cost makes it a bit steep. You’ll need to save the resource to turn off some annoying triggered ability like Tarkin or a potentially game changing event. The card is versatile though since it can hit Actions, Interrupts and Reactions.

Rio (3.5/5) – It’s a little expensive. 2 cost is a tough pill to swallow when you get a similar effect for 1 from Cassians pod. However, the 3 pips are really nice and leaving resources open for this can play massive mind games with your opponent.

Majestaat (4/5) – 3-pips card early, when the cost is a little too prohibitive to actually play it. A counter to that particular effect that's stopping you from winning a crucial battle later on. It's good.

Overall: 16.5 out of 20 possible points.

doctormungmung (4/5) – There are some nuts things in this set. The unnamed hero is at the peak, but the objective is really solid until turned off, and getting a cancel effect is great. Lots of unit damage to flow around means that the DS will have trouble keeping up a board. The only real downside to this set is that it doesn’t have a resource. But it does have nine edge. Nine! For Jawas! This set just makes me sad I’ll never have my DS Dathcha deck…..

yodaman (4.5/5) – I really like this set. It doesn’t have a resource and is light on blast, but it’s got some pretty powerful cards seems like it is a great include with other powerful sets to support them. 9 Force Icons total is good for Smugglers.

Rio (4/5) – Overall I think this is a fun set with the potential to be bonkers. It has tricks and surprises that can really mess with the dark side's overall strike economy.

Majestaat (4/5) – A bag full of tricks, fitting for the Jawas. The units and blaster all help with keeping the objective functional by locking or destroying units, though it can still be easily shut down by a single point of damage to it.
All in all, this pod helps you keep the enemy board in check, opening a path for your heavy hitters, which are sorely lacking here.
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