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The Mos Eisley Mafia: SWLCG "So Be It" Force Pack Review - Dark Side

Star Wars LCG Community Review chunkygorillas doctormungmung yodaman pantsyg Majestaat Ion Control Podcast Yodas Hut

Fearsome and Foul (204-1): 17 out of 25 possible points.
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chunkygorillas (4/5) – This just keeps getting stronger and stronger as we get more creature units, so far grabbing Jabba’s Rancor with this has been the best in my experience, but Limit 1 per deck hurts it.

doctormungmung (3/5) – Getting a one time effect on reveal better be something pretty good, since the objective is then blank for the rest of the game. Getting a desired unit into hand is pretty good. Although being limited to a creature is a bit less good, as there aren’t really any knockout creatures out there. You could go and search for a Rancor, but you then have to be careful that it doesn’t eat the rest of your board. When GA drops, searching out a Terentatek is a pretty solid choice. One of the nice things is that if you see this on your opening flop, you can pretty much guarantee a maximized first turn deployment by filling in with whatever fits in the holes.

yodaman (4/5) – I like any card that lets you search for something, especially if it’s free. Sure you can only search for creatures and they get added to your hand, but if you’re playing this objective you know you have at least 3 and you’ve most likely built your deck with other targets for the objective text in mind. As it is, a viable creature deck is probably just around the corner and you can get any creature, they don’t have to be Sith. That means Wampas, Ice Trompers, Jabba’s Rancor, Bubo, Energy Spiders, etc.. are all valid targets.

pantsyg (2/5) – Not the biggest effect given a lack of lynchpin Creature units, but maybe the day will come.

Majestaat (4/5) – I'll happily accept playing Jabba's Rancor or a Terantatek turn 1. Depending on your hand and matchup, there are also several scenarios in which Bubo, an Icetromper or Tuk'ata can be the better picks. Guaranteeing you'll have something to deal with big mains right away seems good enough for me.


Sith Wyrm (204-2, 3 & 4): 14 out of 25 possible points.
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chunkygorillas (2.5/5) – Pretty mediocre, they really don’t seem worth 3 resources, far too vanilla, and the action doesn’t make up for the lackluster stats.

doctormungmung (3/5) – These guys(?) have solid, if unexciting stats. They do like to stick around with three health, and are on the edge of being overcosted for what you get. But what’s really interesting is that you now get a recurring two force pip edge card for every sith resource you leave open. Sith frequently like to leave at least one resource open during the LS turn to threaten some kind of event. Now they can also threaten perhaps up to six edge worth of cards. That’s pretty nifty.

yodaman (3/5) – These units help give more targets for both Fearsome and Foul and Brothers of the Sith since they are Sithspawn creatures. The 3 cost is a bit steep for the icons and their combination of icons (1 black gun, 1 black blast, 1 white gun) and 3 health, but they do have the ability to recycle since you can focus a Sith objective to pull them back from discard to your hand. 2 force icons means they might end up being edge fodder a lot though or units you could have sit on the force. I’m not sure this set needed 3 of these though. It would have been nice to have an alternate creature unit in one of the slots.

pantsyg (2/5) – It’s a fair 3-drop with a recursion ability. Probably most worthwhile in the late game to gain extra edge pips from your excess resources, but what are you giving up to take a pod with recurrable 3-drops?

Majestaat (3.5/5) – As units they're pretty average, though they can sustain some punishment and deal a fair bit of damage both on offense and defense. I'm unsure on their score because their ability can give you a huge edge advantage late-game, up to 6 extra pips. That can win you games right there.


Dark Lair (204-5): 25 out of 25 possible points.
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chunkygorillas (5/5) – Why can’t I run 2 of these in deck… drawing a card for playing a Sith Wyrm almost makes them worth it.

doctormungmung (5/5) – Holy cow! This is what you call a resource! You get a one for one (admittedly limited) Sith affiliated resource that has a passive effect on top of being a resource! And wow, what an effect. I think that a creature deck is very close to happening, if not already here. If you’re lucky enough to get this out early, you can easily be drawing two to three cards in your deployment phase, padding your hand for future edge battles, or just digging for that key card. It’s a good thing that you can’t have two of these in a deck, because that would be just nuts.

yodaman (5/5) – This is a great 1-1 resource. First of all, it’s Sith affiliated any that always is welcome. But on top of that, the enhancement has a great ability in that it lets you draw a card anytime you play a creature or Sithspawn unit. That can allow you to keep card advantage and also see more of your deck. Awesome card.

pantsyg (5/5) – Insane in the right deck, as the card draw isn’t limited. Realistically it’s not going to break the bank given the current pool of Creatures, who don’t a consistent deck make at the moment, but the possibility is there and drawing cards is good.

Majestaat (5/5) – Affiliated 1-1 resource with somewhat conditional but unlimited draw. I can see this being particularly powerful with the upcoming Tuk'atas. Spam some of them and keep a healthy hand to win edge battles and lock everything down.


Feeding Frenzy (204-6): 20 out of 25 possible points.
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chunkygorillas (3/5) – Way too situational, will often just get tossed instead of waiting for the chance to use it.

doctormungmung (4/5) – Holy moley! This is what you call an event! Zero cost so it’s not telegraphed, and the trigger is relatively easy to accomplish. Creatures are going to have lots of (metaphorical) guns, so unit damage should be something you can dish out, even through things like the Survivors and Shien Training. And all you need is one to get put on a key unit, then bam! Torn apart by teeth and claws! The only negative is the standard Sith one in that it’s only good vs characters or creatures, so vehicles are safe. It personally I love that the artwork is reminiscent of my favorite xenomorph, the alien from the Alien(s) movies.

yodaman (5/5) – This event is crazy good. If you damage an enemy character or creature unit using a creature, this card lets you destroy that unit –for free! Now, if an IceTromper is on the board, the LS has to be wary about this card. This is a great way to remove power units like Yoda or Luke for basically no cost. It’s a good thing they made this event neutral or else you could have recycled it with Palpatine. It might be worth using this set with Sate Pestage though to try to do just that.

pantsyg (4/5) – This card is actually super good, but given the Creature requirement, just doesn’t have much place in decks for now. I’ve tried decks loaded with Creatures, and they need more before this card can be consistently useable.

Majestaat (4/5) – This paired with an Icetromper is just mean. LS must be super careful if there's any risk of this card being played, as any single point of damage can be fatal for their best unit. Ironically, it's mostly good for the cheaper creatures, as the more expensive ones will completely wreck a unit anyway, if they get to strike.


Overall: 16.5 out of 25 possible points.

chunkygorillas (3/5) – While this set may see play in a creature, or Sithspawn based deck, I just don’t think it’s worth it, the 3 Sith Wyrms just aren’t very great, and having that many in a deck isn’t ideal.

doctormungmung (4/5) – This set has a good amount of utility in a regular sith set with recurring edge cards. In a creature deck that utility goes through the roof as the resource and event power levels really get ramped up. I am sooo looking forward to messing around with DS creatures….

yodaman (3.5/5) – This set will probably go up in value with GA is finally released worldwide, since it will give you four more units to grab that fit in with creature and/or Sithspawn deck builds. As it stands now, the fact it has 3 so-so units brings it down in my eyes although the resource and event in the set are top-notch cards. It also only has 7 icons which is a bit low for Sith.

pantsyg (2/5) – I think this set is before it’s time, so for now, I have it hibernating in the Dark Lair. I will note that of sets I’ve reviewed, this one feels the least like Star Wars.

Majestaat (4/5) – Evidently, I rated this taking GA in mind, as you need Hunters of the Jedi to make this consistent. I don't think it's terrible right now, but I'm not ballsy enough to consider it a competitive pick.


Endor Entrapment (205-1): 25 out of 25 possible points.
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chunkygorillas (5/5) – Navy didn’t really need this, it’s insane. You can go all out on attacks and still defend some damage by just discarding a card.

doctormungmung (5/5) – Ok, this is nuts. With one of these out, once per turn you can protect an objective or a vehicle at the cost of a card. It’s going to become nigh impossible to turn off objectives like Enforced Loyalty. Or to take out key units like Chimera. At least you have to hold back a card you could use for the edge or as a unit, so there is some give and take going on. But still. A lot of time, you just need to stop one damage to keep an objective or key unit from dying, and now that RBF that you just drew late game now has some real functionality tied to it.

yodaman (5/5) – I had to re-read this card when I first saw it because I couldn’t believe how awesome it was. But, it’s true. Navy just got another incredible objective even though it didn’t need it. It’s been bad enough to have to worry about Navy decks using Repair and Refurbish, Thunderflare, Imperial Fist and Yularen to remove 1 damage or move 1-2 damage back at your LS deck. Now Navy gets a card that’s essentially like a built-in Corrupt Official simply by discarding a navy card and preventing damage equal to the number of icons on the card. To top it off, it works on not only Navy objectives but also Navy vehicles and we all know those are around everywhere now. It’s a good thing they clarified the text and hopefully they release an official errata soon so there’s no dispute about the timing of the damage prevention. It is limit once per turn, but that means if you have 2 out you can trigger each objective once. Also, the fact it’s once per turn means you can use it when you’re attacking to help protect your own vehicles and on defense to protect vehicles or objectives. Simply incredible.

pantsyg (5/5) – Why not “The Endor Trap” or “Trap at Endor” (or even It’s a Trap!, to play off Ackbar sharing the pack). The name of this one feels wonky, but its effect is, of course, 100% Navy insanity. It’s not invincible, and discarding cards can hurt DS, so smart attacks and edge plays can take the sting off of it. Still, it’s a tough one, especially paired with Tarkin Doctrine or Enforced Loyalty.

Majestaat (5/5) – Here's something dumb. Tarkin Doctrine is already "nullifying" an engagement (at least early game), now you have to deal with this as well, which can reliably stop 1-2 damage at another. So only damage to one objective will stick, assuming the Navy player doesn't even bother to block you, and hoping Yularen/Fist won't just bounce the damage back. While the objective may be defensive in nature, the extra mitigation allows to go super aggressive without suffering too much from that. I'm not a fan from a design perspective.
If that's not enough, it also works on vehicle. Good luck taking down Chimaera.
As a side note, I think it's strange that the art depicts TIE fighters when the set only has capital ships.


Interdictor-class Heavy Cruiser (205-2): 17.5 out of 25 possible points.
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chunkygorillas (2.5/5) – This unit is pretty over costed, the effect isn’t bad but the stats are very mediocre for the cost.

doctormungmung (4/5) – I’ve heard people bad mouth these ships, but I really like them. If nothing else, they’ve got a pair of black guns and tactics, with enough health to stick around a while. But where they really shine is pulling in that key unit that the LS held back for whatever reason. And they love MTFBWY. Oh, you just attacked with your board, and then unfocused a single unit to take the force? Well, now I can pull that unit into combat when you don’t have much in the way of edge cards and kill them at my leisure. I’ve killed many a Yoda this way. But, if you don’t want to spend the resources, it’s two force icons can either help with the edge, or be used to block two damage if the objective is out. I’d call that solid all around.

yodaman (4/5) – So this ship is a bit pricey for 4 cost, but the fact you can force your opponent to defend with a particular unit is incredible. It has 2 black guns and a white tactics which means when you send it on the attack your opponent will have to deal with it. Since it’s a capital ship you can use Deploy the Fleet or Admiral’s Orders to get it out cheaper.

pantsyg (4/5) – Our first misprint! I was going to rate this lower for being an expensive attacker with no blast, but it has tactics and an ability that’s pseudo-Targeted Strike, so it gets the nudge up to 4—mainly for the Tactics, because this set brings a very annoying number of them. I’m a big Interdictor fan, so it’s cool to see them in-game.

Majestaat (3/5) – I could make a thousand dirty jokes on this one. In all seriousness, it's a fair unit. Not bad, but not impactful enough to justify it's high cost. There are many better options in the 3-4 cost department. Two pips and the synergy that has with the objective saves it from a worse score.


Gladiator-class Star Destroyer (205-3&4): 25 out of 25 possible points.
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chunkygorillas (5/5) – This card is just extremely efficient, having a better version of Supporting Fire in every edge battle is pretty amazing.

doctormungmung (5/5) – What did I say about the objective? Oh yeah, this is nuts. Here we have a three cost ship that has tactics, edge one, and an build in Supporting Fire (that can put in fate cards!) effect that’s free. The only thing you have to watch out for is maing sure you put at least one face down edge card into your edge stack, because you can’t reveal an edge stack otherwise. But still, effectively as you build up your stable of Gladiators, you’re effectively getting a lock on all your future edge battles. Oh, and they have the same force icon count as the Interdictor, so they gain all that functionality as well. I’m not sure if I could come up with a more perfect card for the cost. These ships could cost four and I’d still play them without batting an eye.

yodaman (5/5) – OMG! Are you serious, FFG? This may be the best 3 cost unit DS has ever received in this game and you get 2 of them in this set. They’re capital ships so like the main in this set you can get them out cheaper with Deploy the Fleet or Admiral’s Orders. Sure they only have 2 health but given their ability to manipulate edge battles, that’s necessary to keep them in check a bit. First of all, you get one of each combat icon (1 black gun, 1 black blast, 1 white tactics) and edge 1. That alone is great, but on top of that you get an ability that is actually better than Supporting Fire since you can add any card other than Twist of Fate to your edge stack after it is revealed. This means you can hang onto that card with 2-3 pips and not toss it in edge unless absolutely necessary. You can wait on the Imperial Fist or Heat to make sure they won’t get twisted. They really probably should have given these units Edge [1] or the ability to put in extra cards for edge, but not both.

pantsyg (5/5) – Totally off-the-wall bonkers, this basically says “IDGAF if you have Twists, my Fate cards are going off—and I win edge.” And tactics. Gross.

Majestaat (5/5) – This shouldn't be legal. These things are so overloaded it's not even funny. I don't even know where to start. With two pips, they're good to use with the objective; with one of each combat icon they're fit for any task; with edge and a reaction that basically says "win edge even harder" you're guaranteed to have the first strike. If all that's not enough, they're capital ships, so you can easily spam them early with Deploy the Fleet and make them Elite with Might of the Empire.
I know power creep is to be expected in most games, but something went very wrong here.


Control Room (205-5): 15.5 out of 25 possible points.
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chunkygorillas (3/5) – This resource has always been pretty meh, Navy really doesn’t need more copies of this card.

doctormungmung (3/5) – Resources for Navy, resources for days. Control rooms aren’t the best the turn they come out, but future turns they allow some pretty bursty deployments. Not having any force icons though hurts them in this set, as you can’t use them for the objective. Still, they are a great hedge to put into an edge battle with your Gladiators.

yodaman (3.5/5) – Standard 2-2 Navy resource. It’s fine in this set as well to help pay for the ships.

pantsyg (3/5) – Eh, it’s Control Room. The resource we love to hate.

Majestaat (3/5) – This set is expensive. I'll take any resource I can.


Battle of Endor (205-6): 14.5 out of 25 possible points.
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chunkygorillas (2.5/5) – This fate card is pretty mediocre in Navy, not that many great Endor objectives or locations for this to work with.

doctormungmung (4/5) – The DS still isn’t running that many Endor objectives, but Entrapment certainly helps. And the LS actually might be running a few of their own. So where as when Moon Blockade came out I didn’t really care to see this on the DS, now I’m a lot more comfortable. It will usually be at least a two icon card, with going up to three fairly regularly. I’ll take it.

yodaman (4/5) – The set is Endor so you’ll most likely be able to get maximum value for this fate card when using this set.

pantsyg (2/5) – Not great here, as this set pretty much supplanted Executor in many Navy decks so you’re not looking at many Endor objectives.

Majestaat (2/5) – I still fail to make a comfortable Endor build that could make good use of these. Therefore, it's still super dependant on what your opponent is playing if you want to get past 2 pips.


Overall: 23 out of 25 possible points.

chunkygorillas (3/5) – With 2 amazing 3 drops and an amazing objective this set is really great as a single copy in a deck, but since the rest of the cards are just okay I wouldn’t want to run 2 copies of it.

doctormungmung (5/5) – The gladiators really make this set, and the fact that you get two of them is just insane (where’s Crazy Eddie these days?). Cheap control units that just suck edge battles to the DS. The objective is just behind these beasts of ships in power levels. While on the surface you only get seven pips in this set, really it’s more like nine, with potentially twelve! Healing, tactics, a resource, and seven health worth of units. If you’re not running this set, you should be.

yodaman (5/5) – Even though the main isn’t as good as the 2 secondary units, this set is amazing and has already shown up in a bunch of regional winner’s DS decks. Between the crazy objective text and the fact you can now put 4 of the Gladiators in a deck, I honestly think this might be the next DS set to receive some sort of restriction or errata in the future. Much like Hired Hands resulted in Along the Gamor Run being changed to a Limit 1 objective. This might need to be made Limit 1 as well. At least they put 2 cards in that don’t help with Endor Entrapment’s text, but is set is still on par with the power Navy IE sets.

pantsyg (5/5) – This set is insane, mainly because Gladiators make a mockery of edge battles. The objective can be super frustrating as well. I do like the set as it draws a strong distinction between control and aggressive Navy; this is the former, and it’s a very good addition to that style of deck.

Majestaat (5/5) – You should probably play this at least as a 1x in most Navy builds. Definitely 2x in Fortress decks, and even others if you are comfortable dealing with a higher cost curve. The objective and Gladiators are just too dumb.


Schemes and Intrigues (206-1): 11.5 out of 25 possible points.
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chunkygorillas (2/5) – This objective is practically blank, but it doesn’t do anything negative at least.

doctormungmung (2/5) – In a way, this is a blank objective. It doesn’t do anything for you. It really just hurts the LS if they get closer to winning, maybe. Now, if you’re facing a Craken deck, things get a bit better for you. But still, not getting rescued card back to hand isn’t going to rock the world. I’d still rather stick the cards underneath something like Jabba’s Reach or Dengar and get an active benifit out of them.

yodaman (3.5/5) – This objective has an interesting ability. Cards that are captured here don’t get rescued if the objective is destroyed. While it won’t help against Rescue Mission or Infiltration Specialists, it’s still good. It seems like the objective could pair well with Carbonite Transport or Punishing One since they allow you to move captured cards from one objective to another.

pantsyg (2/5) – It’s decent since you’re looking to capture (presumably) valuable stuff from play, but this is way on the weak end for objective effects.

Majestaat (2/5) – Outside the fact the LS won't get an edge boost the turn they to destroy this objective, it doesn't really do much.


*Ephant Mon (206-2): 25 out of 25 possible points.
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chunkygorillas (5/5) – This is the kind of unit Scum needed, super strong stats, with elite, plus he can just straight up capture anyone! This guy is great to attack with on offense, it’s a lot like having Targeted Strike, since you can just hit anyone with your 2 tactics and get rid of them.

doctormungmung (5/5) – The head of Jabba’s security is not someone to be trifled with. Two tactics and decent health for four cost is more than equitable. Admittedly only one of those is black. But he’s also elite, and great at clearing your opponent's board. On defense he’s a bit of a risk, but because of the way tactics work, you’ve effectively got someone with targeted strike that kills whoever he hits (props to jackofhearths for pointing this out). The only thing you have to really worry about are some well placed shields (or if your opponent decided to hold back a killer edge hand for defense).

yodaman (5/5) – The main in this set is great for capture decks. He costs 4, which means you can always get him out first turn. He has 3 health so he’s a bit tougher to destroy in one shot and he’s elite so he’s harder to lock down. To top it off, he has a great capture ability in that any time you use him to put two or more focus tokens on a unit, you capture it. If Boussh is out, you can use Ephant Mon to get dial ticks on a regular basis and help speed up the game, something Scum always needs. He has 2 tactics, although 1 of those is white. However, Scum has ways to manipulate edge battles so that should help in being able to strike with both of his tactics enabled. You can also try to use him after your opponent is focused down to make sure you can get his bonus. To top it off, he’s Force Sensitive, which means you could potentially put a Sith Lightsaber on him to get more edge enabled tactics. You can also put the enhancement in this set on him to guarantee a 2nd black tactics icon. Great Scum main.

pantsyg (5/5) – What a cool unit. I like elite; Scum are pretty far behind in that arms race. Any unit with multiple tactics is pretty much automatically good. The ability is great, especially early in the game if you can get a good lock on the board with cheap Scum tactics units, then drop this guy to clean up their most dangerous units each turn.

Majestaat (5/5) – One of the strongest units in the game IMO. While he isn't as disruptive as, say, Thrawn, and is equally weak against decks heavy on shields, he provides a continuous source of direct capture that is only dependant on winning edge. Hence, LS will likely overcommit to edge and focus more effort on leaving defenders if Mr. Elephant hits the table, making Prince's Scheme, Twist and Reversal of Fate all the more powerful.


Chevin Mercenary (206-3): 15 out of 25 possible points.
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chunkygorillas (2.5/5) – Pretty much just a Kuati Security Team, what is pretty bad. The ability really doesn’t do much in Scum either.

doctormungmung (3/5) – Here’s a chud through and through. Standard statline for chuds since the beginning. But being in scum, his effect (a chud with an effect!) is moderately useful. You can promote him to Head of Security and get a black tactics unit for effectively three cost. Or you can drop a vibroknife on him for free. Admittedly those aren’t the best plays, but in a pinch, it’ll take the sting out of doing it when you have to.

yodaman (3.5/5) – As a secondary unit, the Chevin isn’t too bad. He costs 2, has 2 health and has 1 black gun and 1 white blast. He also reduces the cost of any enhancement played on him by one. That means you can give him a black tactics with Head of Security for 1 rather than 2, a Flamethrower for 1 or a free Hidden Vibroknife.

pantsyg (3/5) – Just an in-faction 2-drop. I can’t think of many enhancements I’d want on him instead of other, better units, as Scum don’t currently have Sith Lightsaber. Sadly, I think his existence will mean we don’t get many strong, well-priced Scum enhancements down the line.

Majestaat (3/5) – Average chud with a tiny bit of utility. It's not like you want to invest your enhancements on him. He would have been far more distinctive and interesting if he reduced the cost of the first unit enhancements you play each turn, no matter the target. Reduce his health and/or combat icons if that would have been too strong, but stop giving us the same unit with different names.


*Head of Security (206-4): 18.5 out of 25 possible points.
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chunkygorillas (4/5) – Two resources is a little costly, but just getting a black tactics is pretty insane. Lot’s of good targets in Scum for this to go on.

doctormungmung (3/5) – Black tactics for a character for two cost. Sure, I’ll take it. Ephant Mon now no longer cares about edge. BtS Boba Fett gets to drop two tactics a turn. Xizor or Jabba become monster defenders. Two cost is a bit on the steep side, but Scum doesn’t really hurt for resources.

yodaman (4.5/5) – Tactics are probably the most critical combat icon in the game so anytime there’s a way to get more it’s a good thing. For 2 cost you can enhance any Scum unit and give it a black tactics, although there can only be one Head of Security so the enhancement is unique. Obviously, the units in this set are good targets for this card , but so are others. You can make Xizor or Jabba Head of Security and turn them into units that are essentially the equal of Palpatine. You could make BtS Boba Fett Head of Security and with his double strike capability he can put out 2 tactics in an engagement. It does have 2 force icons so if you have one out the other is decent for edge battles.

pantsyg (3/5) – It’s a tactics, but at a pretty steep price. Between this and a Headhunter, I’d take a Headhunter (or really any unit) on most board states. 2 is very expensive for an enhance, though I can see it being super brutal on the likes of double-strike Boba or, hilariously, on a Headhunter to take advantage of its shielding. Better pay that guy double!

Majestaat (4/5) – Most 2-cost unit enhancements are fairly powerful, but if you want to play them you usually have to sacrifice some board presence. This is no exception. Mon, Xizor and BtS Boba are all great targets for this.


Secret Objective (206-5): 20 out of 25 possible points.
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chunkygorillas (4/5) – This fate card seems to be getting better (as I slowly figure out how to use it properly…), plus 3 in the edge is always great.

doctormungmung (4/5) – Not quite as good as for the LS, this is still a strong fate card for the DS just for the icons. If Secret of Yavin IV make a comeback, the utility of this card will go up considerably. As is, you can use it to double attack a single pesky objective to get rid of it with limited blast (like, say Survivors).

yodaman (5/5) – The set has a mission so Scum gets their copy of Secret Objective. I will always take a 3 force icon fate card to help with edge battles and potentially use to redirect attacks. Still like seeing it here.

pantsyg (3/5) – Would have been better in a more aggressive set of the variety Scum have been getting lately, but it’s still 3 pips.

Majestaat (4/5) – Not as strong in DS as in LS, but overall is still a pretty good card.


Capture the Assassin (206-6): 17.5 out of 25 possible points.
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chunkygorillas (3.5/5) – One of the better missions, but so for missions have been pretty lackluster for the most part. However, if you can play this and blow it up on the same turn that is a lot of value, and with Scum receiving so many cheap units with blast damage, that is not very hard to do.

doctormungmung (4/5) – Here’s a mission that actually does something. Capturing a key unit never hurts. And there are a few enhancements that would really be good to get off the board (like Resupply Depot). And these days, Scum doesn’t have that much trouble blowing up objectives, between BtS Boba, Headhunters, Energy Spiders, etc. Between pilot Boba and this, who knew the outdated Headhunter could be so good at capturing?

yodaman (4/5) – While not as powerful as Dark Genocide, it still can be game changing to get any unit, without restriction, off the board. Probably would be good paired with Mission Command in order to get bonuses for attacking it. Also, if you could pair this with Isard’s set and get her on the board you can make sure your opponent won’t be playing another copy of the card you just captured with the mission.

pantsyg (3/5) – Like I said on Secret Objective, this set doesn’t scream aggression. That said, Scum are plenty able to keep up the pressure, and if Ephant is doing his job, you’re keeping the opposing board fairly clear for your chuds to ping at this over a couple turns. I missed that it can capture enhancements on my first reading, so worst case (or maybe best case) you turn the screws on their resources.

Majestaat (3/5) – I don't think you'll be dropping a mission early. Later into the game, you won't really need the text, you just need those few extra dial ticks. In the end, I don't see this fulfilling any relevant purpose, though if you're already doing well, it can definitely put you in an unreachable position, either dealing with whichever unit the LS is left with or a resource to slow them down even more.


Overall: 19 out of 25 possible points.

chunkygorillas (4/5) – At first I thought this set was junk, but after playing with it a ton Ephant, and Head of Security have proved to be such great cards that taking some less amazing cards is worth it. Plus this set has a pretty good edge count.

doctormungmung (4/5) – You get a fantastic unit, flexible tactics, a capture effect and good edge in this set. That’s pretty good in my book. It feels like Scum is getting just as big and good a toolbox as Navy these days. Perhaps not quite at the same power level, but still really good. This is just another tool to put in said box, and I’d be surprised if I don’t see it very often.

yodaman (4/5) – This is a decent Scum set that definitely will fit in with capture decks. 9 Force Icons is also great for Scum. It doesn’t have a resource, but you just need to build decks with that in mind.

pantsyg (3/5) – This set is probably the biggest let-down of the pack. It’s not a bad set, by any means, but the awesomeness of Ephant is somewhat undermined by the relative lackluster of the rest. I’ll be running it in my Scum for sure, but I can see Head of Security and Capture the Assassin being dead draws much of the time, and the Merc is just uninspiring. All that said, it’s head and shoulders above the Scum stuff we got for most of Rogue Squadron.

Majestaat (4/5) – Between Mon's monstruous ability and the set's high edge count, I'm very comfortable with playing this as a 1x. With two unique cards, a rather average mission and an inconsequential objective, I don't feel tempted to double on this, though I could see some decks doing that if Mon is the core piece of its strategy (ex: feeding Boussh ticks, Jabba's reach, etc).


FINAL WORDS:
With this posted, we're once again back on schedule. Gives us a bit of free time before Press the Attack hits the shelves and we get to test those new cards.
Will likely have that review article up the very first days of June.

Thanks to the reviewers for their hard work and our readers for their patience.

You can check past reviews in our forum thread here.

If you're into listening instead of reading, chunkygorillas' Ion Control Podcast may be just what you need. Be sure to give it a chance.

Meanwhile, yodaman has basically turned his home into a cinema. If you're interested in watching SWLCG matches, pay a visit to Yoda's Hut (you can suggest decks to be played here).

That's all for this time, folks.
May the Force be with you all!

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4 Comments

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chunkygorillas
May 08 2016 10:33 PM

I'm glad Ephant Mon got lots of love!

He's like Thrawn, a misunderstood star in a fairly average set.

It's hard to argue against his power. Unlike other tactics-heavy units like Xizor and Palp, Mon does effectively remove the threats from the board.

 

I can see why other elements of his pod are rather uninspiring. Guess it's a good example of using the different tools in the objective set system to balance things out.

    • chunkygorillas likes this
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Jackofhearts
May 09 2016 01:04 AM

That mission is SO underrated in this review. Capture the assassin is everything.

Maybe so. It's been generally a "win-more" card for me, but I may be underestimating the psychological impact it has on the opponent when it hits the table. If the LS plays too aggressive, they'll just lose their best unit.

 

To be honest, I haven't been in the receiving end of this mission yet, so it makes sense I haven't grasped it fully. 

 

The doc's and yodaman's opinion on it may be more trustworthy.

chunky seems like he wants to like it, but clearly, he's a hater when it comes to missions :P