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The Mos Eisley Mafia: SWLCG "Jump to Lightspeed" Force Pack Review - Dark Side


The Reawakening (169-1): 29 out of 35 possible points.

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chunkygorillas (4/5) – This is a super good effect, to use on yourself to smooth out your draws or to mess with you opponents draws, and winning the force isn’t hard with Sith, but there will still be lots of times you don’t get to trigger it.

doctormungmung (4/5) – You get an interesting powerful effect here. You can gain some knowledge of what your opponent has in their hand while also exerting a bit of control over what gets into their hand. Or you can dig through your own deck to find that card that you really need next turn (or to be on the top of your deck for other effects). You don’t have to focus the objective, which is great, but you do have to win a force struggle. As Sith, that’s not so hard, and you potentially get to do this at the end of the LS turn as well. This is a versatile effect that you can always find some use for.

yodaman (4/5) – Any time you can manipulate your opponent’s deck it’s a good thing. I like the ability. You can also use it on your own deck if you’d like. I think this will couple well with cards like the ISB Liaisons which will allow you to look at the top card of your opponent's first, then decide whether or not you might want to use this objective on yourself or your opponent.

TheMAC (4/5) – Interesting ability that can be used to mill down the opponent’s deck or to have a glimpse of what is to come on your side. It works quite well with the cards included in the pod.

pantsyg (5/5) – This objective is very, very strong. Win a force struggle, and you get to discard the better of the cards on the top of the opponent’s deck, and as a bonus, know what he’s going to draw next turn. Any chance DS gets to toss key LS cards, like Jedi Mains, Rogue X-Wings/pilots, or Smuggler events is bound to be strong.

Blake333 (4/5) – Assuming you hold the Force this set is amazing for milling your opponent's deck and getting some knowledge at the same time.

Majestaat (4/5) – I had my doubts initially, but after some testing I have a much better opinion of this card, especially with all the little combos in this set and the game overall. Either try to discard some of your opponent's key cards or set up the tricks in your own deck. A strong opening against Smugglers or Rebels, against whom it can become a powerful milling engine. Think twice when facing Jedi, as it's much harder to win the Force Struggle against them.


*Arden Lyn (169-2): 31 out of 35 possible points.

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chunkygorillas (4/5) – Wow she is a super solid defender, with great stats, plus she can be free! This synergizes really well with the rest of the set, I just wish she had elite so she could make use of all those force icons.

doctormungmung (4/5) – Arden is a unit-killing beast. Four icons with for force icons for four resources is very economical. Three health makes her resilient. She can be locked down, not being elite, and you also don’t get the most by committing her, because you want her in combat, and again, she lacks elite. Her effect is situational, but synergizes very well with the rest of her set. Outside of that, there are slowly a growing number of LS effects that will mess with your hand or deck, but they’re still fairly rare, so most of the time, you’ll just be getting her for her stats. And that’s not a bad thing.

yodaman (5/5) – A great Sith main, something that seems to have been lacking recently. First of all her stats are awesome. She has 3 black guns which makes almost every LS unit a target for a one shot kill. She’s work great if run with All Out Brawl or Imperial Entanglements once it’s out to give her 4 or more unit damage. 4 Force icons make her great for edge in a pinch. 4 cost with 3 health is fair enough, but coupled with her ability to be put into play for free if she’s discarded (as long as it’s not during the draw phase) and it’s hard to get much better than that. DS does have a few ways to discard cards from hand and Dark Precog in particular will probably pair well with her. She isn't elite, but the rest of what she does makes up for it.

TheMAC (5/5) – Three black unit damage, four force icons and the possibility to bring this unit into play for free. Wow! The three unit damage is something I’ve been looking for a while as it can take down about any unit beside some capital ships, including 1 shot kill of a Rogue Squadron X-wing. Mix it with the objective or with Dark Precognition and you have quite a good chance to get it into play for free. I love this unit.

pantsyg (4/5) – This is the blocker we’ve been looking for, able to slay a Main or Rogue in a single strike! Coming in for free is an upside, but she’s worth every cent for 4 just for those 3 black guns.

Blake333 (4/5) - You have no idea how much I like this card. I’ve heard way to much whining that the Rogue squad X-wings are too powerful and too hard to destroy. This gal has no problems! Just wish she was elite.

Majestaat (5/5) – With how important it is for DS to deal three unit damage instantly, it comes as no surprise that Lyn is so highly regarded. Those four force icons are huge now that 3-pip cards seem to be all over the place. I can't stress this enough, making it the deciding factor to give her a 5 instead of a 4.
Lastly, we have her reaction, which is just a bonus, really. Despite all the tools this set offers you to trigger it, you shouldn't really count on it, but if you do pull it off, congratulations on receiving such a strong defender for free.


Dark Side Apprentice (169-3): 17.5 out of 35 possible points.

chunkygorillas (2.5) – This card isn’t bad, it’s just very vanilla, and boring since it’s a reprint, but as 2 cost chuds go it’s not bad.

doctormungmung (2/5) – One of the original Sith chuds. He’s not flashy or interesting, but he is a two health unit damage, and can ping objectives if necessary. His one saving grace is that he can wield lightsabers, and the DS is starting to get quite a collection of those. Still, baseline chud. At least there aren’t two of him in the set.

yodaman (3/5) – As a reprinted chud, it could be worse. It has a white blast in a pinch and 2 cost so it can serve as a blocker if sleuths scout decks start appearing again. Nothing exciting though about its inclusion.

TheMAC (2/5) – I guess a unit as awesome as Arden Lyn can’t come with a good supporting chud.

pantsyg (3/5) – Standard 2-drop chud, wasn’t excited to see this reprinted. Sith do like having little guys to ping damage, though, so he’s not the worst.

Blake333 (3/5) – Uninspiring reprint. Really wish this was an Advisor.

Majestaat (2/5) – These are the guys that destroy LS objectives over time while your mains take care of defense. They can also use lightsabers in a pinch (could become relevant in the near future, but this is purely speculation). But I won't give him a 3 because I believe you should run this set together with Vader's, meaning these guys will be showing up more often than you'd like.


Return to Darkness (169-4): 26 out of 35 possible points.

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chunkygorillas (4/5) – This is a really awesome card to help save your mains, or combo with Arden. Though this card is a little late, it would have been nice to have to help Sith before the errata’d Desperation.

doctormungmung (3/5) – Sith Force users tend to already be very hard to get rid of, so adding in a bit of extra protection to make sure they get to come back if they do get removed is just rubbing salt into the wound. Did you just finally chew through two protectors to finally kill Palpatine? Too bad, he’s coming back. Admittedly, you only want to put this on characters that have targets on them. But, those also tend to have high force icon counts, and thus work well with the event in the deck. Also, if you want to abuse that event, you can always try killing off your enhanced unit with your other events/Vader. Not necessarily the most efficient method to damage enemy units, but four or five damage beats one or two.

yodaman (4/5) – For 1 cost this is a really good enhancement as it can (sort of) save one of your mains and get it back into play again fairly quickly. It’s not Old Ben’s Spirit, but at least you can get the card back in hand rather quickly. If you lose Arden then you could pair this card with the objective and put her right back into play for free.

TheMAC (4/5) – I was not expecting a force user enhancement in the end of the Rogue Squadron Cycle and this is a very nice surprise. Obviously it is meant to be used on Arden Lyn to later bring her into play for free with the objective or in conjunction with Give in to your Anger but as it also quite useful just to get back big units like Vader, Mara Jade, Emperor, etc.

pantsyg (3/5) – Cheap, and lets your big Mains come back for more, or set up a big Give in to Your Anger. This would have been great in the Desperation age, but that time is behind us. If you’ve got a free resource and a big Force User out, why not use it; otherwise, toss.

Blake333 (4/5) – The dark side should have received something like sooner. I love this card and will basically play it every time I can spare the resource. I’ve had Vader killed way too many times and no luck finding his second copy. Particularly good to then get a free Arden.

Majestaat (4/5) – A little insurance for you mains. Play them again next turn or have them win you edge if you can't pay for them. This one also pairs nicely with Lyn, hopefully allowing you to play her for free afterwards. I really think it should have a second force icon though.


Give in to you Anger (169-5&6): 25 out of 35 possible points.

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chunkygorillas (3/5) – So this card is really good when you have The Reawakening out since you can know what’s on top, but without it out it’s a big risk since you don’t know how much damage you’ll be doing.

doctormungmung (4/5) – More Sith direct damage! It’s a bit luck intensive, unless you use other methods to set it up, but I’m thinking on average, you’re still likely to inflict two damage on a character or creature. That’s not bad for a single resource, particularly one that’s not limited in number of times in a turn. Living the dream would be playing one to reveal Arden, kill off Rahn or Chewie and then getting Arden in play. Pulling Palpatine here would likely be overkill, but still, that’s one unit that should definitely be dead. And with Sith recursion, using this multiple times isn’t that big of a worry on leading to a decking situation.

yodaman (4/5) – A potentially devastating event. Being able to deal damage to character or creature units is great, especially for 1 cost. It won’t do much versus vehicle decks though so that’s a drawback. The objective can set this one up, so you can know how much damage you will deal to something. It’s a shame, but understandable, that the event only has 1 force icon. Also, do you really want to discard a Palpy or Vader to get in 4-5 damage? Time will tell.

TheMAC (3/5) – Two copies of this Sith Event is included in this pod and it can be quite devastating. However it is restricted to creatures and character and it is not free in opposition to Force Choke. This means that with 2 copies of this pod you will draw more than want to against vehicle decks. Not a bad card, just not always useful and a little bit redundant with Force Choke in my opinion.

pantsyg (4/5) – This event will usually be doing 1-2 damage in Sith decks, with occasional big hits on Vader or other Mains, and occasional painful tosses of Twists or Sith Libraries. Sith love removal, and this has removal potential, or at worst helps you finish off someone you damage with your units. 2 in the set is a bit of a hindrance, as they’re totally dead against vehicles. If you can set up ways to peek at the top of your deck, you can make these pretty reliable.

Blake333 (3/5) – While I like this card, I don’t see the need for 2 in one set. It does help with more direct damage outside of combat and it plays well off of Vader .

Majestaat (4/5) – Do note that I'm mostly theorycrafting here since I, surprise surprise, have only faced vehicles when using my Sith event-heavy deck.
For starters, we clearly won't get Force Choke reprinted, so this is as close as it will get. Deal with it.
It's not free like Choke, but it can potentially deal much more damage and isn't limited, so you can go trigger happy as long as you've got spare resources and try to clear the board. Remember you choose a target and then discard, meaning things won't necessarily go as planned. You may be dealing one damage when you need two, for example. If its any help, a standard deck has between 15 and 20 cards with 2+ force pips. Take that into account before trying to kill tougher units.
Will admit this is the one card in this pack I'm not sure about, and would likely need much more testing before giving proper judgment. For now, I think this is a solid 4/5 if you go with only one copy of the set, and drops to a 3/5 if you double on it.


Overall: 27 out of 35 possible points.

chunkygorillas (3.5) – It’s a pretty solid set to add to a Sith control list, but I find myself not wanting 4 copies of Give in to Your Anger, so it’s hard to run 2 copies of it, but at the same time I feel like to get the most use out of Arden you want two copies of her and the objective in your deck.

doctormungmung (4/5) – This set gives Sith a lot more direct damage, which is not something that they were lacking. It’s also a bit light on the units, which helps dilute the typical Sith deck even more (most Sith sets only have two units in them), so finding a space to fit this one in might be a bit challenging. But I think that if you can tune the deck towards the event, you’re going to have some very powerful board control.

yodaman (4/5) – The set starts off great with the objective and Arden, but then the rest drags it down a bit in my eyes. The fact it has 2 copies of the event makes me think it might only be worth it as a 1 of. It does have good internal synergy, and I could easily see it slotting in as another option in Sith Control decks or something that’s focused on just dealing a lot of damage like All Out Brawl.

TheMAC (4/5) – I love Arden Lyn and I think this pod can definitely have a place in my Sith decks. Give in to your Anger can be a bit cumbersome if you take 2 copies of this pod but it can also win games for you.

pantsyg (4/5) – Would be 5/5 if the events didn’t leave an opening for vehicles to slip through. Obviously this has a place in classic Sith Control, but I also think there’s room for builds that look for unconventional ways to get total removal. I’ll be looking to run this with Vader’s TIE to set up the big Angers and I Have You Nows, which will be really strong when paired with the edge strength natural to Sith. The set also encourages a deck control strategy with the objective, so I’ll likely be looking to play it with Slave Trade and Zuckuss in the near future as well.

Blake333 (3.5/5) – I think this set is quite amazing. But I honestly don’t see myself running more than one copy in any deck.

Majestaat (4/5) – Again unsure due to the event. I think standard Sith builds could easily squeeze 1x of The Reawakening, but just like with the S&S pod, I can see real merit in going 2x, especially if in a meta that leans heavily towards characters. You don't need that many units when your events are fighting for you, and what's gonna be more expensive: using two copies of the event on a single main to finish it off or pay 2+ resources for a unit, then win edge and maybe even add in a Heat to get the same result? As I said before, this one definitely needs more testing, but I have high hopes.


Behind the Black Sun (170-1): 33 out of 35 possible points.

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chunkygorillas (5/5) – Scum needs help in edge battles and this card can really help them manipulate them in their favour, just great.

doctormungmung (5/5) – This is some serious edge manipulation. Basically, until the effect gets used for the turn, the LS needs to go into every edge battle thinking that the DS has edge(1). All those zero icon resources now can give you something more than a bluff. One thing that’s great about this effect is that you control it. Imperial Bureaucracy, Last Defense of Hoth, etc are nice, but you can’t control what cards get lost or locked into the edge battle. Here, you have complete control. And if you don’t want to use it for yourself, you can use it on your opponent’s edge stack to help trigger things like the key player in this set….

yodaman (4/5) – The ability on this card is intriguing. Being able to manipulate the edge battle count is great and there are other cards in this set which actually give you benefits if you lose the edge battle by a certain amount. It is limited to once per phase so you have to pick and choose when you’d want to use the action. The Coruscant trait on the objective is interesting too although it might be hard to slot in with other Coruscant sets.

TheMAC (5/5) – Extra help for edge battle that is always on, although limited to once per turn basically. Either take the edge with if you need an extra icon or give one to your opponent to trigger some of your tricks.

pantsyg (5/5) – Manipulate the edge battle? Sold. This will be strong to set up the cards in this set that trigger on edge losses of 2 or more, or for swinging the edge into your favor.

Blake333 (4/5) – I’ve almost never looked at a Scum set and went “Ok, it’s going into a deck right now”. Only NS Drift and Tat. Crash. This ability helps you win or lose edge as necessary, which is a huge thing with what you are going to see in a moment.

Majestaat (5/5) – Edge battles are important, making edge manipulation just fantastic. This is so simple yet oh so powerful. Don't think there's much to say here. Try it for yourself and you'll see it's always impactful, making it very easy for me to rate, with a 5 at that.


*Guri (170-2): 31 out of 35 possible points.

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chunkygorillas (4/5) – It’s really easy to lose the edge battle by 2 or more as Scum what make her so great, since her ability is easy to trigger and can really catch your opponents off guard. She loses a point though since her stats are bad for 3 cost so if you actually have to pay for her in a pinch she’s has very little value.

doctormungmung (5/5) – At three cost, you have a reasonable defender here. Two black unit damage, two health. That’s sturdy and effective, if not flashy. But if you’re paying her cost, something’s wrong. Normally you don’t want to lose edge battles, but with Guri, you definitely do. If you lose by enough (thank Behind the Black Sun to help with that), you get her in play, in the engagement, for free. And, as a consolation prize, you get to strike first! What’s key here, is you don’t have to use her for that first strike. Say Jabba is trying to hold off the rabble, well, with Guri’s support, he gets to exert his influence before Luke has a say. That’s huge! She does have some downsides. Once she’s on the board, she doesn’t do anything but her icons. And you still have to lose edge (and all edge enabled icons) to get her first strike and free deploy. Some of that is mitigated with things like Slimiest Scheme to bring her back to hand. And if your opponent knows you have her in hand, they have to decide if they really want to win edge in their battles or not.

yodaman (4/5) – Xizor’s personal droid is a very good main that’s great at controlling the board. You certainly would put her into play rather than actually pay 3 for her and any time you can put a unit into play for free from it’s a plus even if you have to lose the edge battle to do it. Getting to strike first even though you lost the edge battle will certainly change LS battle math. Her two black guns are great on their own and coupled with objectives like All Out Brawl or the upcoming Imperial Entanglements objective, or a Flamethrower, Blaster Gun or the Vibroknife in this set and she becomes a killing machine that can take out pretty much any LS main in the engagement. Nothing like swooping in unexpectedly and taking something out.

TheMAC (4/5) – This unit is scary. Normally you want to win edge battle but this unit can make your opponent regret trying to get his white icons. She comes in for free and can take down a unit with 2 health, or allow you to use your black tactics to lock down the opposition first if that's safer.

pantsyg (5/5) – What a fun unit! I don’t feel like I need to go into length about her; with her and the Prince (and some Twists in the deck for spice), opponents will never really know how to approach the edge battle. I’d always wait to play her with her reaction.

Blake333 (4/5) – I love Guri. The only negative thing I can think to say about her, is that I KNOW I will end up holding onto her way too long, hoping to lose an edge battle and jank her into an engagement for the win!

Majestaat (5/5) – It's cool that she kinda works like the Replica Droids in Recon Mission. You have to lose edge instead of winning (and by two), which is not necessarily easier, but doesn't demand as much investment, for sure. The objective will help you with that.
So you're getting 2 black guns for free, and you strike first in that engagement. That's huge, especially if you can buff your damage via All Out Brawl, for example, or if you have a unit with black tactics participating. Focus down your enemies then shoot then consecutively until they're down.
She's also a great target to bounce back into your hand with Slimiest Scheme or A Better Offer.


Freelance Assassin (170-3): 22 out of 35 possible points.

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chunkygorillas (3.5/5) – Definitely an above average chud, and in Scum there are a few cards that can give her more guns, what helps out a lot.

doctormungmung (3/5) – Targeted strike is great. Getting one targeted strike for one cost is super cost effective. Now, one damage isn’t going to change the world, but it is enough to kill a nudj, or Secret of Yavin C3P0, both of whom are units you generally really want off the board but don’t want to have to commit much in the terms of resources for. You could even use the Freelance Assassin as a lure for a Guri trap, although that’s not ideal, because their unit damage is edge enabled.

yodaman (3/5) – On its own, this chud is just so so. The Assassin only costs 1 and has 1 white gun to go with 1 health. However, it does have Targeted Strike which is always a great bonus. Like Guri, if you can couple the Assassin with other cards, it’s well worth the cost.

TheMAC (2/5) – This little unit is weird as it does nothing unless you win edge. Still most cards in this pod triggers when you lose edge. I think it is supposed to make you opponent want to win the edge but 1 damage with targeted strike is not scary enough. It could do something in a game if you have spare resources but never forget that galactic scum is the same cost.

pantsyg (4/5) – At first, this unit looks super dumb. A 1-cost unit with 1 health and a single edge-enabled unit damage? The targeted strike makes her great, though; Scum are pretty good at setting up unopposed strikes, where she can come in and clean up pesky things like Nudjs or damaged units. With ways to boost her damage, like All Out Brawl or the enhancement in this set, she can be a real threat, and fill the hole Scum have long had in the direct damage removal department. Love this card, and the art!

Blake333 (3.5/5) – A chud unit, but a chud unit with targeted strike. That draws your opponent out to defend against her or risk losing valuable support units.

Majestaat (3/5) – One cost units have been getting some love as of late, and the Assassin goes along those same lines. I mean, she's not impressive, but it's just one resource, what did you expect? Honestly, I don't want to get something as abusive as Hired Hands ever again. This gal will finish off damaged characters or deal with the fragile support units you may have trouble reaching (I'm looking at you Nudj). Again, All Out Brawl will be very strong here.


Hidden Vibroknife (170-4): 27 out of 35 possible points.

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chunkygorillas (4/5) – Another great card, that’s even easier to pull off since you only need to lose the edge battle. Like Guri, it can really catch your opponents off guard, and if you also have Guri in your hand, you can get here and this for free, and Give Guri a third gun so she can kill off some Jedi mains.

doctormungmung (3/5) – Here’s another edge loss consolation prize. Get a free unit damage to attach to a participating character or droid. In conjunction with Guri this is great, because you now get to strike first and make use of said unit damage. Without Guri, this is a bit less useful, as there’s a decent chance that the now equipped unit will be neutralized by the LS’s first strike. Still, this can be used to manipulate who the LS strikes at first. Put this on a Debt Collector, and now the LS needs to choose if they want to take two unit damage or to deal with Xizor who is also in the conflict. If you don’t cheat this in, it’s an overcosted blaster from core Boba Fett’s set, but extra unit damage is still good to have. At worst, it’s a decent edge card with two force icons.

yodaman (4/5) – DS can certainly use more character enhancements so this one is welcome. For 1 cost you get an extra unit damage for a character or droid. Even better is the fact you could potentially put this into play for free if you lose an edge battle. Lose by 2 and if you have Guri and the Vibroknife in hand, then you can swoop in and do 3 damage to some LS unit before they know what happened. The fact it’s not unique means you can get a couple out on the table at once and have even more unit damage potential.

TheMAC (4/5) – Extra damage icon for character and droids, finally something that works on droids! It can enter play freely if you lose edge or if you feel you want to try for the edge it still has 2 force icons.

pantsyg (4/5) – A Scum unit enhancement! That gives an extra gun! The fact you can get it for free after an edge loss is cool but hard to work; often the unit you attach it to will be targeted for death. Just getting 3 guns on defenders can be clutch enough, so this will often be a worthwhile play without the reaction. There’s upside to this with Black Market Exchange, too, which I will definitely be exploring.

Blake333 (4/5) – This card is really great, whether you're holding onto it to lose an edge battle or just throwing it into a unit already out there, like the Freelance Assassin.

Majestaat (4/5) – Paying one for one extra damage can be well worth it if you know it can exert enough pressure on your opponent, forcing harder decisions upon him. If not, wait to take him by surprise when you lose an edge battle. This can be the final point of damage you needed to deal with that pesky attacker. Works incredibly well with Guri and is decent with the Freelance Assassin if she can swing unopposed.


Threat Removal (170-5): 28 out of 35 possible points.

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chunkygorillas (5/5) – A great tempo card, it can stop an attack from happening and bounce back a costly unit that your opponent will then have to pay for again if they want it back on their next turn.

doctormungmung (4/5) – We get yet another lost edge boobie prize, but this one has serious teeth. For the slightly steep cost of two, and losing and edge battle by two or more, you can bounce your opponent’s best unit back to their hand. Even without Guri, that will go a long way towards making your edge loss into an edge win. One of the incidental effects of this is to effectively turning off Heroes and Legends (can’t bounce someone who isn’t on the board). Although the LS has some protection, in the form of enhancements on their key units. Those are becoming more common, so this event is only just good instead of great.

yodaman (3/5) – This card might end up being a bit too situational for its 2 cost. It’s great to be able to potentially return something to your opponent’s hand, but there are a lot of conditions to being able to do so (losing edge by at least 2 and the card can’t have enhancements). It is good that you could return a unit not in the engagement to your opponent’s hand so you could removal a powerful main from the board that they might have been holding back. However, since Pilot Boba came out, most LS decks seem to include enhancements to protect their mains and that contributes to this card being more situationally good.

TheMAC (3/5) – This card is quite expensive, requiring you to lose edge by 2 then spend 2 resources to remove a unit from the engagement. The effect is good, I just find that it's too restrictive to use consistently.

pantsyg (4/5) – It’s a tempo card. Combo it with Guri if she's already on the table and the important enemy threat has an enhancement, putting her into play right away and strike first.
The only issue is the cost; Scum have a well-known resource problem, especially early in the game, so holding 2 open for this can be a challenge.

Blake333 (4/5) – I LOVE THIS CARD! It just works on so many levels. Either bounce an opposing unit or your own if it's too valuable to be lost. Offense and defense all in one card. Only reason it’s not listed higher is the cost.

Majestaat (5/5) – Name says it all, even if the removal is only temporary. This card can seriously slow down the LS, especially Jedi, allowing you to get extra ticks from the dial and to keep building your board. It is an extremely good choice to use Chain Reaction on, assuming LS is attacking with several units. Expect Stay on Target to screw your plans if facing Rebels.


Heat of Battle (170-6): 27.5 out of 35 possible points.

chunkygorillas (3/5) – A great fate card for this set that has a focus on unit damage.

doctormungmung (4/5) – More unit damage for the DS in a set that likes unit damage. Sold! Unit damage is what ultimately gets the LS units off the board, and getting them off the board means they aren’t blowing up objectives. There are so many times a surprise Heat has turned a sure-fire attack into a disaster.

yodaman (4/5) – A great fate card in general that really fits well with the theme of this set and that’s good to see here.

TheMAC (4/5) - You probably know why I like Heat of Battle.

pantsyg (4/5) – My thoughts on Heat should be well-known by now. Especially on DS, always welcome.

Blake333 (3.5/5) – Rated it a little higher than the other HoB due to the nature of the set itself. It revolves around clearing units, so any extra damage is appreciated!

Majestaat (5/5) – I would normally give Heat a 4/5. In this case, the set's strong focus on edge manipulation and unit damage make this fate card exceptionally good.


Overall: 30.5 out of 35 possible points.

chunkygorillas (5/5) – This set has a lot of internal synergies, and really good effects that you can easily pull off since losing the edge on defense isn’t hard (just pass). I think this set will be a staple in Scum decks.

doctormungmung (4/5) – This is a great set that works wonders at doing unit removal, and messing with the edge battle. Still, to get the most out of it, you have to lose the edge battle, which in some cases can put the DS in a really bad spot, even with the tricks afforded here. But that won’t be all the time, and I’m thinking between this, The Prince's Scheme and Reversal of Fate, the LS is going to have a very hard time getting the edge battle to go their way.

yodaman (3.5/5) – There are some neat tricks here and decent cards, but I’m unsure as to how effective this set will be overall. It could be really, really good, but the fact is seems to be relying on losing edge battles to get some of the better effects and also is bit combo dependent downgrades it in my mind.

TheMAC (4/5) – I think this pod does exactly what eater of luck failed to do. It makes your opponent nervous about edge battle and it can punish it for winning it. The objective can also help you to win edge battles in critical time when you need the edge.

pantsyg (5/5) – This set is all about removing stuff with unit damage, making it a very strong include in Scum and giving it potential in any character-based DS deck. It’s a very welcome addition to Scum, who have often relied on locking down big threats with tactics rather than removing them outright. It’s strongest alongside Xizor for the uncertainty it brings to the edge battle, but can also do work in Sith and might have potential in Navy if they develop a decent control base. I’m excited to run this set with the likes of Nar Shaddaa Drift, Zekka, Pilot Boba and even IG-88. Imagining a Derp Droid with a Hidden Vibroknife makes me happy. It’s worth noting that the set doesn’t have blast, so you do want to include some aggressive elements in your deck to force the issue once the dial gets high enough.

Blake333 (4/5) – This pod is great thematically and it great internal synergy, unlike many other Scum sets.

Majestaat (5/5) – Strong, versatile pod. We could debate on the lack of a resource, but if you're playing it well this set only costs 3 total, so really, as long as your other choices can afford themselves, this one will be a considerable boost to your deck, with its decent edge + manipulation, as well as various forms of removal, be it via sheer damage or the event.


FINAL WORDS:
Seems like I'm not yet accustomed to the extra workload. This was supposed to be done on Saturday, but it simply takes more time than before.
Still, it's within reason, and we're already working on Imperial Entanglements. Like we did with Between the Shadows, we will divide the box into two different articles: one for LS and another for DS.
But before that we will do an end of cycle special article featuring the top 5 sets for each side. That's one should be short and I've actually got all our team's input already, so expect it for next weekend.

Together with thanking both reviewers and readers, I extend the usual invitation to comment below or in our forum thread. Stay tuned.

May the Force be with you all!


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