Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

Search Articles

- - - - -

The Mos Eisley Mafia: SWLCG "Solo's Command" Force Pack Review - Dark Side

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

The Emperor's Legion (187-1): 9 out of 25 possible points.

Posted Image

chunkygorillas (2/5) – It’s risky, but with a strong start this objective can get to stupidly high health. On the other hand though, once you start falling behind, or get your board wiped, 3 health is pretty dismal…. in the end the risk doesn't’ seem worth it.

doctormungmung (1/5) – This objective makes me sad. I’m a big trooper fan, and got pretty close to a tier 1 trooper deck when Tagge came out. One of the key elements I tried out was Asteroid Pursuit. It provided a couple of cheap troopers, a closer (the ship was usually turned on by Take Them Prisoner) and a bunch of shields. Those all worked exceptionally well, until the one game when I flipped up the objective mid game, and promptly just lost. The Emperor’s Legion is in the same vein. A lot of the time you’ll be able to either bury it, or be able to stock troopers to keep its health up. But then there will be games where you draw two in your opening four, or you run into a board wipe, or you face down “core” Chewie and Shien, etc. Heaven forbid you see Hidden from the Empire on the flop. And in general, the logic here is against the grain of what a trooper deck is. Troopers die, even with added health and protect. It’s what they do. So eventually your opponent will be able to take out an objective with just unit damage. I’m sure some people will take the risk, and get good results from this objective. But for those of us who are luck impaired, the near autoloss that it will enable on occasion won't be worth it.

yodaman (4/5) – I was skeptical about this objective since it starts with only 3 health but gains +1 damage for each trooper you have out. However, you’re clearly going to use this in a trooper build which lots of cheap trooper units. It’s very easy to get the objective up to 5 health on your first turn if you build your deck appropriately and then just flood the board with troopers to keep upping the health to crazy levels. I had one game against this where my opponent had so many troopers out, the objective had 10 health! Needless to say, I had to attack other objectives.

pantsyg (1/5) – I would never start this given the chance. Trooper decks often have tons of troopers on the field, but the risk of a board wipe also nuking this is just too high, and board wipes are in more and more decks as an answer to other Navy builds. Worse, other strong cards in Trooper sets, like Precision Fire and Moment of Triumph, work against this objective. No thanks.

Majestaat (1/5) – High risk with no reward. If you manage to get it to stupid health levels, your opponent will just ignore it. That's what he should do until he creates a window of opportunity to one-shot the objective, which isn't particularly hard to achieve. Because of that, I really believe this should have provided some sort of bonus. Probably not global, but something small to at least make it worth consideration. As it stands, I'll avoid starting with it as much as possible, though I'll admit I'm tinkering with a Dark Trooper Legion deck that may make it doable to start with it. Still, 9 out of 10 times it should be a bad objective.


*Lieutenant Renz (187-2): 22.5 out of 25 possible points.

Posted Image

chunkygorillas (4.5/5) – This guy is so close to being a 5/5, he has pretty decent stats and two amazing abilities, but if his Reaction does ever fail and you only get 1 or no troopers having to discard 4-5 cards is pretty rough. But most of the time he will get at least 3, what is very good.

doctormungmung (4/5) – I love this guy! Trooper search, trooper buff, and solid stats all in one. One thing that trooper decks need more than just about everything is efficiency. Since you will need to flood the board with bodies, you’ll have limited resources for the support that just about any deck needs. So getting multiple aspects of support in a single source is key. Renz does that in spades. He does help alleviate the objectives drawback. If you’re short on troopers, he’ll dig them out for you. And those that are on the board will be that much more difficult to remove. Still, playing him first turn will leave you dangerously exposed.

yodaman (4/5) – Renz has a great passive ability for a trooper deck. One of the inherent weaknesses of troopers is their low health. Now, if you get the trooper protectors out from Tagge’s set along with Renz your critical troopers can hang around for quite a while and help keep the damage capacity of Emperor’s Legion at a sufficiently high level. His icons aren’t great and his reaction is a bit of a drawback since you actually have to discard the not trooper cards. His combat icons are okay for 3 cost, but really you want him out for his passive ability. The 3 health helps keep him around.

pantsyg (5/5) – his guy is super hard to deal with. The search effect is excellent, but the health buff for troopers is his real strength. With him around, suddenly all Trooper stats are above the curve, with most troopers going to 3 health for 2 cost—huge in a deck that’s highly defensive. With 3 health himself, he’s also hard to remove if he chooses to avoid engagements. He’s a really key add for Troopers.

Majestaat (5/5) – Quite the overloaded package. His combat icons aren't that impressive, but they're all black, so at least they're consistent. Good health, decent edge, a trooper search engine and a mind-blowing buff. Between the protectors and shields from Family Connections, all your troopers should be almost guaranteed to strike now. Squeeze 1x Veers in your deck and you may be just getting extraordinary value from your chuds.


Scout Trooper (187-3&4): 23 out of 25 possible points.

Posted Image

chunkygorillas (4/5) – They are free basically, and they jump into play, which is amazing. Only thing that would make them better is if the blast damage was black.

doctormungmung (5/5) – These guys are fantastic! Getting a free unit is always good, but getting a free unit in an engagement is rare, and for good reason. Plunking down an extra body that gets to strike will really mess up your opponent’s combat math, and ultimately, it’s the combat math that wins games. This card is almost broken. Because Precision Fire is a burst effect, and not an aura effect (it only affects units on the board when played), you can’t get an infinite loop going with a pair of these guys, PF and Tagge. While it would have been nice to get a DS infinite loop that cleared the board, it’s probably best that it never materialized. Still, these guys will at least help get some objective damage in (unopposed if nothing else) when you send the suicide squad in to clear out some key units with PF.

yodaman (4/5) – The set comes with 2 of these chuds and they are pretty good. Their reaction allows you to cheat them in after you have another trooper strike so in the right build you should always be able to get them in for free and get in extra unit damage when they shoot. Timing is certainly the key with playing them, but swooping in unexpectedly can get that last bit of damage in on an annoying LS unit. Also, a seemingly innocent DS attack with a trooper can end up causing a lot of objective damage if you win an edge battle and drop them in.

pantsyg (5/5) – Run-of-the-mill stats, but the text is awesome. Navy, and particularly Troopers, can play pretty predictably, so these guys coming in as a surprise is a welcome trick. They really mess with the opponent’s ability to know how many defenders to commit, or whether their attackers will be able to survive or get unopposed. The blast icon is also welcome in Troopers, who tend to play very defensively.

Majestaat (5/5) – Free unit that will benefit from all the other bonuses in your deck. They're pretty awesome at keeping a decent board presence despite getting slaughtered every engagement, while also providing a little bit of extra damage to finish enemy units, and why not, even objectives. That blast is especially valuable when you have such a good mission in the same pod.


Secret Objective (187-5): 21 out of 25 possible points.

Posted Image

chunkygorillas (4/5) – I think this card is just as good on the dark side, as it is on the light, especially with more aggressive decks, like Troopers.

doctormungmung (4/5) – Repeat cards make for easy reviews. See above for details.

yodaman (5/5) – While redirecting a DS attack somewhere isn’t quite as important now since Secret of Yavin 4 doesn’t seem to be as prevalent. It’s still a fate card that has 3 pips.

pantsyg (4/5) – Probably less good in Trooper decks unless they get more offensive tech, but trooper cards tend to have low pips so 3 on this is welcome.

Majestaat (4/5) – A bit puzzling this would be on a trooper set, but at least we have some decent blast here, so it's not quite that useless. Furthermore, troopers are really short on 3-pip cards.


Prepared Ambush (187-6): 18 out of 25 possible points.

Posted Image

chunkygorillas (3.5/5) – The effect is pretty good at all stages of the game, and there are for sure some Officers you could grab that could really swing the game.

doctormungmung (3/5) – So far, of the missions I’ve seen, this one I’m the least keen on. On the surface, getting any trooper or officer from your deck or discard pile for free seems huge. You can now run just a single Thrawn and not worry about not finding him. But step back for a minute. Trooper decks aren’t great at destroying objectives until late game (if then), so you’re not likely to see the results of this mission until things are tilting precariously one way or the other. The dangers of getting the objective out means your deck is going to be trooper heavy, which will make it hard to get the pipe dream officers in the deck without diluting the troopers to the point where it’s hard to keep the objective from an auto-kill for the LS. Thrawn doesn’t have any troopers in his set, neither does Veers (who really wants to be in a trooper deck), nor Starck. And most troopers are a dime a dozen, and getting a free one isn’t all a big deal. Sure, you can make sure you have your Snow Trooper Vanguard on the table, but if he’s already there, who are you going to pull? I’m thinking that for all these reasons, FFG decided to give this mission two force pips, which is what I’m thinking it’s going to mostly be used for.

yodaman (3.5/5) – This mission may be the best one in the pack because it has 2 force icons (the others have 1). The ability to recycle or search your command deck for any officer or trooper is actually great. Also, DS can certainly benefit from having the ability to potentially attack 4 things in a turn to try to accelerate their win condition. Still suffers from the mission problem of whether or not spending the resource to play it is worth it.

pantsyg (5/5) – Holy value, Batman. Getting stuff like Thrawn, Tarkin, Yularen out of discard is awesome! Though you will have to deviate from the usual defensive gameplan of troopers to get the free unit, you also get a dial click out of the deal. If you don’t have the time to go for it, it’s a decent edge card.

Majestaat (3/5) – My favorite mission in this pack. The extra edge aside, I think it's got the best ability. But as it happens with the ewok mission, you will find yourself struggling to complete this one due to lack of blast damage in your deck. Thus I find myself thinking about Dark Trooper Legions yet again.


Overall (187-): 19 out of 25 possible points.

chunkygorillas (3/5) – It’s a really solid Trooper set, but I’m just not convinced it will help make Troopers better than what they currently are at. If Troopers see some more mission synergy to really take advantage of it’s effect, then maybe this set will deserve a better rating.

doctormungmung (3/5) – I really want to score this set higher, but the objective itself is such a huge liability that I can’t. I feel like I’m even being generous at giving it a three. If the objective was just about anything else (even a blank 1 / 5) I’d easily score this a four, if not five out of five. I want my trooper deck so bad. I just don’t think this set gets me there.

yodaman (4/5) – A very solid trooper set. It has 9 force icons which certainly is great since a lot of trooper sets don’t typically have that many outside of Take Them Prisoner. If this or Tagge’s set had a resource, it would really make troopers shine. As it is, The Emperor’s Legion helps get trooper decks even closer and possibly over the hump.

pantsyg (5/5) – This is an awesome set. It’s obviously trooper-focused and thus won’t go in every deck, but I think there’s enough trooper pods out now to make some very solid decks. Renz is a lynchpin card for sure, and I love the new Scout Troopers.

Majestaat (4/5) – The pod is actually super good and a big boost for troopers. But friggin' objective, it WILL lose you games, so maybe you want to run only 1x of these to at least avoid starting with one, though having 4x Scouts is by no means a bad thing.


The Droid Revolution (188-1): 20 out of 25 possible points.

Posted Image

chunkygorillas (3/5) – It’s just doesn’t really stop very much to be incredibly useful. Ya it stops targeted strike and the very few direct damage cards the Light Side has, but this effect just doesn’t seem to do enough to justify not just throwing it under when you draw 4 objectives at the start.

doctormungmung (5/5) – Protecting droids from the likes of targeted strike, Jedi Leia, Leia’s Command, et al is a big deal. A lot of droids are on the fragile side, and being able to keep them around until they are needed can be difficult at times. In a way, this is similar to the Survivors. But as Survivors is made for Jedi (and their mains theme), this is made for the swarm, and I think it’ll perform just as well for that archetype as the Survivors does for Jedi.

yodaman (4/5) – This ability is really good since being able to prevent damage is always a plus. It can keep your droids not in an engagement from being hit by Targeted Strike, a Lightsaber Deflection, Shien Training, Rebel Assaults, etc..

pantsyg (4/5) – Protection from damage is pretty rad, given all the Shien Trainings, Lightsaber Deflections and Core Lukes running around. It’s no help against tactics though.

Majestaat (4/5) – All LS factions have some sort of direct damage, but I'm not sure any have them in such an amount that makes this objective worth starting. It's not bad by any means. In fact, it's pretty good. But depends a lot on your opponent's build, not your own.


*IG-88B (188-2): 21.5 out of 25 possible points.

Posted Image

chunkygorillas (3/5) – I had so much hope for this psychotic droid, but he seems to just fall short. First off, there just aren't that many droids worth playing to make a lot of use out of his effect. His reaction is pretty good, but only really good if you have a way to get more guns on him. Maybe if his constant effect applied to him to he would be much better…

doctormungmung (5/5) – Here is the droid enabler that Veer’s wishes he was for troopers. Iggy boosts all his followers by giving them more unit damage, and he has the all important three health, making him difficult to take off the board. His icons are decent, and while he’s not doing a lot of damage with his targeted strike, he can pull key units into the firing lines and let his boosted followers mow them down. His icons are a bit light for his cost, but his support functions make up for that, and with two black blast, he really gives Scum the punch they need to help close out games. His one real drawback is that he isn’t elite, but then you can’t have everything (unless you are the Emperor).

yodaman (4.5/5) – “Iggy B” as people have called him is a really good card. Targeted Strike is always welcome on the DS and his reaction lets you bring a LS unit into the engagement after he damages a unit so you can deal something your opponent was hoping to keep out of a battle even more unit damage. Scum can always use blast and Iggy B has 2 of those icons (1 white, 1 blast). One drawback is he only has 1 black gun so on his own he isn’t really much of a killing machine. You need to have other units in the engagement to begin with to really get the most out of him.

pantsyg (5/5) – First off, the art is awesome. He costs 4, making him much easier to play than the original, though his with only one unit damage, he’s far less formidable on defense. The buff is his main role, making your Derp Droids dangerous and Guri even nastier than before. Targeted Strike with one damage is kind of weak, but it’s enough to kill Nudjs or damaged Mains. The ability to drag a unit into combat is nice, and useful to kill off focused units or suck in ready ones to keep them out of future engagements.

Majestaat (4/5) – "B" is a pretty awesome unit that makes about any droid very scary. Guri, Dark Troopers and Human Replica Droids all benefit a ton from that extra gun. With two blast icons and targeted strike you'll want it to attack as much as possible. One damage is enough to deal with some support units, but if you want a stronger threat, All Out Brawl or Imperial Entanglements are worthy choices. Finally, you get a very nice reaction. Pull focused units and use them as practice targets. Maybe a weak commited unit to have it double focused. You can do a lot of things with it depending on the board's state.
All that said, he is a little underwhelming on his own, and droids in this game happen to be super fragile, making them very easy to destroy before they even get to strike.


Assassin Droid (188-3): 12 out of 25 possible points.

Posted Image

chunkygorillas (2/5) – It was bad when it was first printed, and it’s still bad… I would almost never willinging pay 4 resources for this junk. The stats are just so bad.

doctormungmung (3/5) – Before this set, these guys were way too fragile for their cost. But getting some protection from the objective, and also being Illegally Modified, these guys can do work. With those modifications, there’s not much that can stand up to six unit damage (assuming IGgyB is out). And if that’s that case, you then get another three unit damage to toss around. Because of that, these guys will have big targets on their chrome heads. And not being Scum, Bubo won’t be able to help keep them around.

yodaman (3/5) – An interesting choice for a reprinted card and secondary unit for the set. The Assassin Droid fits the theme of this set, but still has a downside. 4 cost with only 2 health units is a bit pricey these days. The objective helps as well as another card in this set, Illegal Modifications, can at least help keep it alive. Would have liked to have seen a different droid here.

pantsyg (2/5) – 2 health for 4 cost is just too weak in my book. This is a card you can really only afford to play if you’re ahead, though if Iggy B is on the table, he becomes much more appealing.

Majestaat (2/5) – As much as I like the HK series I can't rate this higher yet. Can this be good? Sure, but you need a ton of support for that. Troopers can do the same things for much less. If you're facing a swarm deck low on guns, then this may be your boy, but it'll generally see play only as edge fodder.


K4 Security Droid (188-4): 22 out of 25 possible points.

Posted Image

chunkygorillas (4/5) – Really solid 1 drop, great way to get some extra damage in, and will make it hard for your opponent to send units with only 1 health left into engagements. I’m very surprised this only costs one.

doctormungmung (5/5) – This force pack is all about the efficient units. First we get the Pathfinders, then the Scout Troopers, now we get a one cost droid with two icons and a free ping of damage towards someone that decides to defend against them. He also works on defense vs surprise attackers that show up after defenders are declared, although those tend to be rare. There’s not much more you can ask from your one cost units.

yodaman (4/5) – Unlike the Assassin Droid, this unit is very solid for one cost. The K4 comes with 2 combat icons, albeit white, but if you can have its reaction couple with Iggy B, then can really do some damage after a unit is pulled into the engagement without it even striking.

pantsyg (4/5) – Think of it as a TIE Fighter that gets Droid buffs. The ability isn’t huge, but it’s extra damage coming out of a one-cost card, which is nothing to sniff at.

Majestaat (5/5) – Very efficient on its own with two combat icons. Even if it doesn't get to strike, it'll still get some free damage in against defenders. Absolutely destroys the average 1-cost units. A heat is all it needs to deal with 2-costers. Quite amazing. It's also IG-B's partner in crime. The big boss will use targeted strike and pull a unit, then this little fella will immediately deal it another point of damage. How many 1-cost units can get this much done?


Illegal Modifications (188-5): 25 out of 25 possible points.

Posted Image

chunkygorillas (5/5) – This card is insane for only 1 cost. Not only does it give the attached droid +2 health, it gives you the option to double strike, for the low cost for 1 damage. That is pretty amazing, it’s basically a better version of Spice Visions for droids.

doctormungmung (5/5) – Sad because a lot of your droids are fragile? Well, fear no more. You can skirt the law and have them upgraded to give them two extra health (which is likely at least double their health). For the droid that you want doing work for you for a few turns, that can be invaluable. But on top of that, you can now let that droid double strike for the cost of a damage. Really this is because IGgy was sad that he couldn’t get his minions addicted to Spice Visions, so he made his own electronic version. Thankfully this is limited to once per turn, because otherwise things could get out of hand (like if IGgy-Prime was striking against a board with less than three committed units). On the off chance there isn’t a droid you want to upgrade, its got two force pips, making it a decent edge card.

yodaman (5/5) – This is the real money card of the set. It’s basically spice visions for droids allowing your droid to strike. There are so many good options for this enhancement that you can do some serious damage with units like Guri or IG-88, especially if you have something like All Out Brawl on the table. Not only that, it has the added benefit that the unit actually gains 2 damage capacity and thus negates the damage you deal to the droid to allow it to hang around longer. You could even put two of these on the same unit and triple strike since it’s limit once per turn.

pantsyg (5/5) – I’m usually down on enhancements, but this is really great for cost. Extra damage capacity is nice, but taking damage instead of focus means you’re either double striking or ignoring the first tactics that comes your way each turn, both huge abilities for a one-cost card.

Majestaat (5/5) – Bananas, illegal and electronic bananas. Extremely efficient enhancement, doubling as a defensive and offensive upgrade. Hopefully you get to enhance one of your IGs, but any droid benefits a ton from this. It's got two force icons to boot.


Prized Possession (188-6): 22 out of 25 possible points.

Posted Image

chunkygorillas (4/5) – Just what the IG-88 set from the Echoes cycle was missing, a resource. This helps a lot, without this resource, it would be hard to build a droid deck, just because of the lack of resources.

doctormungmung (5/5) – Yay, one for one resources! And in a Scum set that is likely to become a staple! While I’ve never felt Scum has hurt for resources, they do have a lot of non-standard ones (Pay Out, or two for ones like the Informant). Getting just your basic resource is very helpful in making a successful deck.

yodaman (4/5) – Although it’s a basic 1-1 resource, scum units focusing on unit damage can always use those as a lot of the scum sets that typically see the most play now have living resources. Nice way to round out this pod.

pantsyg (5/5) – Finally, another 1-1 resource for Scum. Glad to see it in a set that so obviously pairs with the 5-cost IG-88.

Majestaat (4/5) – Thank goodness we get an efficient resource here. With two 4-cost units and the mandatory inclusion that is original IG with its 5-cost, this is a very welcome addition.


Overall: 21 out of 25 possible points.

chunkygorillas (3/5) – Overall it’s an above average set, but without enough droid synergy it just doesn’t seem there. Maybe if we get some more solid droid sets, or even the other versions of IG-88, C and D, this set will become a lot better.

doctormungmung (5/5) – This set just has too many five rated cards to not get the five rating itself. I think that droids are going to become the new troopers, and that they’ll get to tier 1 before the troopers do. Now there just needs to be a few more droid sets out there to provide a varied deckspace for this archetype, and the revolution will be rolling.

yodaman (4/5) – A very good Scum set that may actually fit in multiple types of decks. Could go in mono-scum, or a multi-affiliation deck focusing on droids. The Assassin Droid is a bit of a letdown and only 7 icons is a bit on the low end although the resource helps.

pantsyg (5/5) – This rating is contingent on running the set with enough Droids to make it worthwhile, but honestly, that’s what you’re doing with this set. I wasn’t expecting a Scum Droid deck to emerge, but I’m pleasantly surprised and think there are some strong decks to be built around a core of this and The Droid’s Task. I love that this came out in the Endor cycle as a little nod to IG-88’s story, for those who are familiar with Tales of the Bounty Hunters.

Majestaat (4/5) – A core 5-points pod in droid builds; a 4 in everything else. Unlike the ewok set, this one has subpar edge, and it's not quite confirmed we'll be getting new droids soon, though I'll expect that, so I'm holding my breath for an all-around clear 5/5. But FFG can clearly release the other IGs. Fun fact, the original isn't named "A", so they could even release that :P


Mission Command (189-1): 16 out of 25 possible points.

Posted Image

chunkygorillas (4/5) – I’m giving this set a high rating with the assumption (hope) that Dark Side will get more really good mission sets, if they do this objective will be great, extra blast damage is always great in aggressive decks.

doctormungmung (3/5) – As mentioned earlier, extra blast is great. And unlike with Warriors of the Forest, here we get black objective damage. But that’s where the better comparison stops. This objective damage can only be used on missions, which there will ever only be one on the board at any time. And then, you have to still draw into the mission to play it first. So some games you will never see one (as opposed to Ewoks in an Ewok deck). Still, those games that you do, you’ll have a huge leg up on destroying it. Right now, though, there are only two DS missions, and the one in the Emperor’s Legion is suboptimal, particularly if you are running this objective with it. So for the time being, you’re really only using this damage on Assassination Contract, which isn’t bad. As time goes on, and more DS missions come out, this set will go up in value, although I’m still not sure how many missions you ever really want to run in a deck, so growth potential is limited.

yodaman (3/5) – Gaining a black blast when attacking a mission is great, but it might be too early in the cycle for this to be that beneficial so far. You have to make sure it’s worth it play the mission instead of something else. This objective may probably be more valuable later.

pantsyg (3/5) – Extra blast is nice, but depending on how many Missions it turns out are worth running in a deck, this could be blank the majority of some games.

Majestaat (3/5) – Even if we get a bunch of good missions, the fact there can only be one in play at the same time means you won't want to fill your deck with them, especially if most are gonna have only one force icon. This may give you the extra punch mid-game if you flip it, but I'd dare say you never want to start with it.


Contract Hunter (189-2&3): 17.5 out of 25 possible points.

Posted Image

chunkygorillas (3/5) – Basically just a better version of the Kuati Security Team. These units also synergize really well with any missions, since they will always be out of faction.

doctormungmung (4/5) – These guys are very solid. As a standard chud, he’s pretty standard, although typically DS likes their chuds with black unit damage. But against out of faction units or objectives, he becomes something of a beast. Doubling in this game comes after any additions or subtractions, so vs a mission (by definition out of faction), and Mission Command out, this guy can one shot a four health objective (five health if he gets unopposed). If there’s All Out Brawl, he can be swinging for four unit damage. That’s significant. And even in mono decks, there’s typically a few neutral units, which, again, by definition, will always be out of faction, he’ll have some targets. Still, he really wants to take a run at an Assassination Contract if he can.
yodaman (2.5/5) – We get 2 of these guys in this set and they are the only units. Their ability is going to be very situational. If you’re playing against a mono deck, there won’t be a lot of targets to take advantage of their ability to deal double damage to out-of-faction units and objectives. At least they are 2 drops with 2 health so they could be worse. They are a bit underwhelming though, especially since they only have 1 force icon.

pantsyg (4/5) – Boring art, but I think the unit is interesting. The double damage will be mainly useful against missions you play on your opponent; most out-of-faction units are going to be neutral chuds in many decks, though these guys will rock against Jedi who splash Falcon.

Majestaat (4/5) – Will normally be your standard 2-cost drop. However, they can easily break the mold and go crazy with their damage. Multi-affiliation decks, neutral-heavy decks (take that ewoks!) and missions will all get a beating from these guys.


Filthy Accusations (189-4): 21 out of 25 possible points.

Posted Image

chunkygorillas (4/5) – Pretty powerful card, and if they are running a mono faction deck, or there are no good out-of-faction targets it’s still worth 3 in the edge.

doctormungmung (4/5) – As mentioned, even in mono decks, there will be neutral (out of faction) units, so there should always be a target for this event. And there are plenty of non-mono decks out there as well (a lot of time you can cover a factions weaknesses by splashing in another faction). So getting a free focus is pretty big. But if there isn’t a valid target for the event, it’s got three force pips, making it a great edge card. Which is really what you want from a situational card. Well designed, FFG, well designed.

yodaman (4/5) – Another situational card. It’s free so when you have out-of-faction targets it will be great. Otherwise, it’s a really good edge card with 3 icons. That aspect helps it out.

pantsyg (4/5) – A free focus is awesome, but again, I think against many decks this will mainly be hitting only chuds. The value of this will really depend on whether splash decks are popular where you play, though it does come with 3 pips for edge.

Majestaat (5/5) – Free, action-speed focus. Rather situational in this meta where the most popular decks are mono-affiliation, but with how strong an effect and at 3 force icons, this is big.


Secret Objective (189-5): 21 out of 25 possible points.

Posted Image

chunkygorillas (4/5) – With how aggressive this pod is this is a great fate card for it. Also 2 3 pip force cards in 1 set is pretty amazing.

doctormungmung (4/5) – Repeat cards make for easy reviews. See above for details.

yodaman (5/5) – As mentioned previously, this is a great fate card. Still like seeing it, even if the units are meh.

pantsyg (4/5) – Makes surprise attacks on Missions a thing, and gives the set 2 cards with 3 edge pips—not common.

Majestaat (4/5) – The Contract Hunters can benefit a lot from swapping targets.


Assassination Contract (187-): 16.5 out of 25 possible points.

Posted Image

chunkygorillas (4/5) – This mission could absolutely destroy certain deck types, and if this set become popular we could see people really thinking twice about running decks with 8/2 splits.

doctormungmung (3/5) – DS gets their second mission, and vs the right deck, it can be brutal. Partial to complete board wipes can come from this. But you can also get absolutely nothing from it as well, depending on what the LS sees in terms of units. As such, I’d have liked to see another force pip (like Prepared Ambush). But the set as a whole already has nine force pips, which is above average, so I’m guessing that held it back. Under the right conditions, this mission will help the DS close out games. Particularly if you have the Contract Hunter going after it.

yodaman (3.5/5) – As far as missions go, this one has a very powerful reaction. Complete it and you destroy all out-of-faction enemy units. The problem is it won’t do much against a mono deck. The fact its power is so dependent on what the LS deck is brings it down a bit in my eyes even though the reaction on it is probably the strongest one of all the missions in this pack. It does pair well with the objective.

pantsyg (3/5) – Because of the way that factions work in this game, this card has a chance to hit every big unit on your opponent’s side. At worst, it’s clearing out their neutral supports, like Nudjs and Sulons. The value of this card is going to be very swingy depending on the matchup—it’s going to win some games, and be perfectly meh in others.

Majestaat (3/5) – While Filthy Accusations was free and had 3 force icons, this one costs a resource and has got only 1 icon. Furthermore, you need to invest a lot of effort to get even a diminute reward out of this, whereas the event has instant impact. Not cool, but if you're against a multi-affiliation deck... happy times.


Overall: 18 out of 25 possible points.

chunkygorillas (4/5) – I think the set is great, in a meta-game where there most popular decks are dual faction this set will be a great way to punish that. Looking back at words, that event was dominated by mono Jedi, and in that kind of environment this set won’t be as amazing. It will probably remain a good tool to take out when the meta is right.

doctormungmung (4/5) – This set is on the cusp between three and four, and because I’m feeling generous I went with four. Maybe I’m just riding the high from the Droid Revolution. It’s got solid chuds that help close out games, and vs the right decks, can do that very fast. A situationally powerful event with high edge count. A situational edge card with high edge count. And a boom or bust mission. It can easily be slotted in as a one-of to help round out a deck, or can also go as a double include for all out mission fun (or just pumping up the edge count of a deck).

yodaman (3/5) – When this set was spoiled, I really wanted to like it. As time moved on though I noticed the support cards seem to better than the units and that's usually not a good sign. The cards in general in this set seem very situational and it’s too bad the units don’t have more overall utility. Maybe this set will be better as a 1 of in decks. Taking 2 just seems like it might be watering down a deck too much as things stand.

pantsyg (3/5) – I’m not sure how to rate this set yet. It definitely helps DS be more aggressive by granting more blast and a mission to use it on, but many of the cards seem very matchup-dependent to achieve full value. We’ve seen other tech sets (e.g. Niles Ferrier and crew) fall by the wayside even in metas they were introduced to counter, and if it wasn’t for the potential of the Mission, I’d predict the same for this pod. This will always be a meta-call set, but I like the design idea and am excited to see if it has any impact on the meta.

Majestaat (4/5) – The set is super cheap and has quite a high edge count. While nothing is fantastic against mono-decks, no card is really terrible either, so I wouldn't have a problem fitting 1x in about any deck when going blind to a tournament, as long as the deck doesn't deviates much from its central strategies and synergies. If I'm pretty sure I'll be facing mostly multi-affiliation decks, then I think this is one of the best pods you can pick and makes for a solid 2x. Overall I'm happy we got this leverage in case multi-aff decks become dominant. Maybe we'll get some mono-deck hate as well, and then the meta can go anywhere.


FINAL WORDS:
I refused to work when I noticed that the symbol for the Endor cycle was an Ewok head, stating that it was denigrant to play Ewoks and review such a cycle. Obviously, I got a good beating from the other reviewers, so now I have to convince myself that we only see the head because it's all that remains from the detestable furballs. If Kylo Ren's got Vader's mask, then that actually may be quite accurate.

In any case, this is one good start for the cycle, and I have high hopes for this it. Don't think I'll like it as much as Rogue, because vehicles and pilots are awesome, but this will probably be an overall more versatile and better cycle.

Many thanks for those who still make this work possible and those who still invest their valuable time into reading our nonsense.

You can find all our other reviews in our forum thread.

Enjoy the festivities!

Posted Image


0 Comments