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The Mos Eisley Mafia: SWLCG "The Forest Moon" Force Pack Review - Dark Side
Apr 12 2016 12:00 AM |
Majestaat
in Star Wars
Star Wars LCG Community Review chunkygorillas doctormungmung yodaman pantsyg Majestaat Ion Control Podcast Mos Eisley Mafia

chunkygorillas (5/5) – This objective is amazing in Sith, they are so many ways to damage a unit. And it’s just a reaction, so it’s hard to play around, since the Dark Side can just wait to react to the unit they want to lock out.
doctormungmung (5/5) – There are so many ways for LS units to get damaged. Sith are the kings of character damage. Scum have the likes of Guri and All Out Brawl. Even Navy have Imperial Entanglements, targeted strike and plenty of guns in general. So unless you’re actually clearing their board, you’ll have plenty of targets to drop an extra focus on. So add on top of that all the tactics that Sith (and to a lesser extent Scum and Navy) have, you’ll have that much easier a time at keeping the LS board locked down.
yodaman (4.5/5) – This objective has a great ability. Sith has lots of ways to get damage on units, especially if Core Vader is on the board. Being able to put an extra focus on a damaged unit after it strikes is always going to be helpful. If the unit is committed to the force already, even Elite won’t clear it off the next turn after that 3rd focus hits it. The reaction affects all units, not just characters, so Sith Control decks just got another way to keep units of all types locked down.
Majestaat (4.5/5) – This has the potential to be really annoying. It doesn't stop damage from being dealt, but it can slow the LS down severely. Win your edge battles or add a bit of direct damage here and there and you're golden. If you're in Spain and have The Inquisitor's objective, you're platinum.
*Janus Greejatus (199-2): 18.5 out of 20 possible points.

chunkygorillas (5/5) – Wow, this guy is insane. He has really good stats, and the ability is just insane. I don’t understand how Sarris and this guy can both occupy the 4 cost slot….
doctormungmung (4/5) – Janus has decent stats for his cost, although I’d much rather have seen the tactics be black and one of his other icons be edge enabled, but you can’t have everything. Still, he’s elite and a solid force holder. Where he really shines is his text, though. He by himself shuts down one health units (like those awesome droids in Brainiac’s set). He loves swarms. But he’s also a soft counter to the Survivors, because really the most consistent way around that is just more direct unit damage. It’s an added bonus that he synergizes with two other cards in his set directly, and a third he has soft synergy with (I’ll let you guess as to which that is).
yodaman (4.5/5) – Janus has solid stats for the main in the set, even if he’s not Vader, Palpy or Mara. He costs 4, has 3 health, but also 3 force icons so he’s great for holding the force. He’s elite so he can’t get locked down as easily. He comes with 1 of each combat icon, although the tactics is white, but his reaction is essentially a built in FlameThrower in that he deals a damage to each participating enemy unit when he strikes. It probably helps to couple him with Mara to get a shield on him to make sure he can strike and have his reaction can go off. Coupled with the objective it will make all LS participating units end up double focused when they strike.
Majestaat (5/5) – All around solid-stats allow him to fit any role. His reaction will just mean an extra black gun more often than not, but it can do some serious work and grant strong "strike economy" when you're against swarm decks such as Ewoks or the LS is taking desperate measures to close the game.
Imperial Functionary (199-3): 20 out of 20 possible points.

chunkygorillas (5/5) – Okay, this set is just insane. This is easily one of the best 2 drops in the game. This card just really helps against one of the most popular Jedi sets right now, The Survirors. It even stops the Rogue Squadron X-wings from removing damage.
doctormungmung (5/5) – This guy is kind of the Moldy Crow for the DS. For the cost of a chud, you get two guns, two health, and a complete shutdown of perhaps the most annoying part of Jedi: damage mitigation and control. Turning off protect would be great in and of itself, but he also shuts down half of Force Rejuvenation, Questionable Contacts, Force Cleansing, and whatever other character healing might come along.
yodaman (5/5) – For 2 cost, I can get a unit that keeps LS from being able to protect? I’ll take that. While the Functionary is out you don’t have to worry about Rahn, Chewie or Guardians so you can get that annoying LS main off the board. Sure, his combat icons make him basically a Stormtrooper, but the passive ability puts him over the top, especially in the current Jedi heavy meta. Just put him out and let him sit there and do his thing. Awesome card for Sith against any character heavy deck.
Majestaat (5/5) – Wow, this guy is overloaded. Standard 2-2 with two guns, which is already welcome for DS. Then we've got two passive abilities that will severely weaken cards like Qu Rahn and Rogue Squadron X-Wings. While I don't think it's relevant with the current cardpool, it's worth noting his second ability affects ALL units, not just LS. That could bite back in the future.
Sith Library (199-4): 15.5 out of 20 possible points.

chunkygorillas (4/5) – Sith almost has too many of these cards now, but it is nice that you don’t have to worry about removing a set with a resource to fit this one in.
doctormungmung (4/5) – Resources are good, particularly one for one resources. Yes, it’s limited, and it’s neutral, but it’s also a Sith Library, which has been a staple in the game since the beginning. The argument can be made that there are too many libraries out there in the card pool, but having one here makes this set super splashable, as well as pairing with Core Vader very nicely.
Yodaman (3.5/5) – Most Sith decks utilize lots of events so resources are always good. Having a 1-1 neutral resource is fine, but most Sith staples have resources (Counsel, Palpy, Mara) so you might have to be careful building decks so they don’t have too many. Too bad Sith doesn’t have more affiliation match resources, but those are on the way.
Majestaat (4/5) – You always need some of these.
Administrative Detainment (199-5): 19 out of 20 possible points.

chunkygorillas (5/5) – Jedi Mind Trick is an amazing card, and this is even better than that. Did the really need to find a way to make Vader/Force choke better?
doctormungmung (4/5) – Hey, DS get’s a Jedi Mind Trick! That’s a great card that doesn’t see enough play. The rider is triggered off of the target being damaged instead of the DS having the force, which, in this set, is probably easier to accomplish, and works better for this set to be both a Sith only and a splash. Coupled with the objective, you could be keeping a unit like Yoda or Luke locked down for several turns in a row. That gives you that much more time to find your Force Lightning…
yodaman (5/5) – First we have a way to eliminate protect, now this card gives us the DS version of a Jedi Mind Trick, with a bonus of putting 2 focus tokens on a LS unit when it’s damage. If you have Emperor’s Web out, this will be free. Even at 1 cost, it’s certainly worth it since you can focus a character main before it can strike. The only drawback is it doesn’t work on vehicles, but that’s okay.
Majestaat (5/5) – When the Sith aren't plotting to murder your every unit, they plot to lock them down instead. Great way to prevent damage, deal with threatening guys like Yoda with minimal risks or simply take the Force easily. I can't stress enough how powerful action-speed focus effects are in this game, and this one is quite cheap.
Battle of Endor (199-6): 10 out of 20 possible points.

chunkygorillas (3/5) – Finally a mediocre card. Sith just doesn’t have any Endor objectives, so this fate card will often be crappy, sometime it will be 2-2 icons at least.
doctormungmung (2/5) – I don’t like this fate card for the DS nearly as much as I do for the LS. On the DS, at least for the time being, you’re relying more on what the LS has out to get the most use out of it. Frequently, if you’re only looking at your own board, it’s only going to give you the one pip. Although Dark Council is an objective you want out in multiples, so at least with this set there’s a chance it might be a three pip card.
yodaman (3/5) – In general, I like this fate card, but it doesn’t seem to fit in with this set. The objective is Endor, but nothing else is. So far, Sith doesn’t utilize many Endor sets (that may change as the cycle continues), so it’s most likely only going to be a 1-2 pip force card unless your opponent is playing Endor stuff.
Majestaat (2/5) – The bad part: only the objective is Endor. The good part: this set is versatile enough that it could fit in virtually any deck, so it may not be THAT hard to boost this card. All in all, however, it remains in a pretty weak spot.
Overall: 18.5 out of 20 possible points.
chunkygorillas (5/5) – I can’t really see a reason not to run this set in a Sith deck. It synergizes so well with what Sith already does, and every card in this set is great.
doctormungmung (4/5) – This set fits in so many different decks. Straight Sith, Sith/Scum, Sith/Navy. If you’re looking to run a defensive deck, Dark Council should be high on your consideration list. Combining unit destruction with focus is a strong combination. And it has a resource as well. This is just a solid, all around good set, with the fate card being the weak link. Even then, vs the right matchup, it might be great.
yodaman (4.5/5) – An outstanding Sith set which seems to have been designed to answer the main Jedi sets seeing play. You get a resource, a main that you should always be able to play turn 1, a way to turn off protect and a DS version of Jedi Mind Trick. The only thing keeping it from being a 5/5 in my eyes is the relatively low force icon count and the inclusion of Battle of Endor. Given the rest of the set’s synergy, a Heat or Seeds may have been a better fate card choice.
Majestaat (5/5) – Weak edge aside, this set has everything you could want as a DS player, and luckily, you can play it in just about any deck. The Imperial Functionary does too much against both Jedi and Rebels; Janus can hold his ground against mains and swarms; you get a resource and an excellent event. The new Palpy this cycle could make BoE better as well.
Moon Blockade (200-1): 13.5 out of 20 possible points.

chunkygorillas (4/5) – A point off for Affliation Only, but the effect is really strong. It always sucks when you destroy a May the Focre be With You, and they just flop another one.
doctormungmung (3/5) – If there’s one thing that Navy is good at these days, it’s destroying objectives. And I don’t know about you, but it seems like most of the time I destroy a worrisome objective, it usually gets replaced with the second copy that’s been floating around in my opponent’s deck. Moon Blockade takes care of that problem. Although, having two Moon Blockade’s out won’t get you anything special, so if you want to see it, you only want to see it one at a time. And really, Navy is not lacking for strong objectives, so frequently, it’s still the worst option available, so will get buried anyway.
Yodaman (3.5/5) – The objective is Navy only, but chances are you’d only play this set in a mono-navy deck anyway based on what’s in it. The objective’s passive ability is interesting and basically rewards an aggressive and offensive DS deck. It really doesn’t do anything at the start of the game, but if you’ve taken out a couple LS objectives, there’s a chance you could blank a new copy that comes into play. It’s a bit too situational and most likely it will be buried at the start. If it flips up mid-game, it will probably be better.
Majestaat (3/5) – Simply put, Navy has better objectives. Furthermore, it depends on aggression and what the LS is flipping.
*Executor (200-2): 20 out of 20 possible points.

chunkygorillas (5/5) – Phenomenal stats, and is a great defender or attacker. This will slot really nicely into the current Star Destroyer decks.
doctormungmung (5/5) – Holy Cow! I know some people aren’t too keen on this new version of the Executor, but I love it. Coupled with Yularen and Deploy the Fleet, you can destroy a key LS objective on your first turn. If you aren’t that lucky, you can still set up an objective to fall pretty easily to your first attack. Besides the one time punch, you get a unit that can almost one shot a normal objective, can take down just about any unprotected unit, and survive just about any hit. I mean really, who wants to get in the way of a potential three guns if they don’t have tactics that they’re confident of going off. Thus, the Executor is a ship that’ll be going in unopposed more often than some of its sister ships. It’s elite, so it’s hard to lock down (although I find that the LS will still make a concerted effort to do that anyway), and the six health means that it can easily take a hit and still provide you with a powerful unit. And it does this all for six health! That’s such a better number than the eight of the original, which means it’ll be seeing the board a lot more often. That’s how Vader’s flagship should be.
yodaman (5/5) – WOW! The new Navy version of Executor is an all-star card. It has lower cost and health than the original (6 on each), but much better icons with 2 black blast, 2 black guns, 1 white blast, 1 white gun. It also gains Elite. The ability to deal 3 damage to a LS objective when this enters play is incredible. In order to maximize your chances of getting it out turn 1, this set will probably want to be used in conjunction with Deploy the Fleet. I’ve already played games where either myself or my opponent has been able to live the dream by damaging Deploy the Fleet enough to put Executor into play, dealing 3 damage to a LS objective and then play Yularen to move 2 of that damage back to finish off the objective. Fantastic.
Majestaat (5/5) – Nuclear Launch Detected. The Navy Executor hurts. A ton. It basically destroys an objective the turn it enters play, either via its reaction or by attacking the target it just bombarded. With its stats, it's also a great force holder/defender if you need that. Thanks to the cards in Deploy the Fleet it is surprisingly easy to drop as well, and if you're running Enforced Loyalty, things can get nasty since the Executor can then trigger an Imperial Fist.
*Rear Admiral Chiraneau (200-3): 12.5 out of 20 possible points.

chunkygorillas (4/5) – Stats are kind of weak, but the ability is super strong. Synergizes well with the Executor.
doctormungmung (3/5) – As far as units go, Chiraneau is alright, although nothing special. Three icons for three is average. He could use one more black icon vs a white one. His health is a bit light, and three cost units at two health seem extra fragile. But his text can really put a surprise hurt on the LS. Just by being on the table, he can make sure objectives like the Survivors or Heros and Legends get turned off, particularly coupled with the Executor. Still, he’s not going to be winning any popularity contests, and will most likely be the main you have no issues pitching to an edge battle.
Yodaman (3.5/5) – Here’s another card that can essentially blank a LS objective in the right situation (the objective has to have at least 3 damage on it) The secondary unit in this set will be good if you get Executor out to deal indirect damage to LS objectives or if you’re attacking with your DS deck. The fact he’s unique means he’s a candidate for Imperial Fist. However, he costs 3, only has 2 health and 2 of his 3 combat icons are edge enabled. With 2 force icons, if you see him early, you’ll probably want to toss him in edge.
Majestaat (2/5) – Expensive officer with neither tactics nor resources, just what I don't want to see. Quite poor stats, and his ability doesn't help him much either. Sure, Navy is dealing tons of damage nowadays... to the point LS objectives don't get to stick around for long, not if they already had 3 damage anyway.
Imperial Engineer (200-4): 10.5 out of 20 possible points.

chunkygorillas (3/5) – One health resource units are too weak to Luke, Han, Brainiac, etc. But resources are resources.
doctormungmung (3/5) – Navy continues with its living resources. A one for one is the right ratio, and being Navy affiliated means he can be used for things like Tarkin’s ability. Being limited, though, kind of sucks, as a lot of Navy’s resources are also limited. No force icons means he won't be helping with the force struggle or edge battles. But, he does have one gun in case you need him to defend in a pinch. Although most likely that’s just a ceremonial pistol and thus not worth much in a fight.
yodaman (3/5) – People have always wanted 1-1 Navy affiliated resources. The problem is these guys are worse than Duty Officers from core Motti’s set, since they’re limited and don’t have any force icons. Still, a meh resource is often better than no resources in a set. Living resources are vulnerable though so you’ll have to be careful.
Majestaat (1.5/5) – This may be as bad as a resource chud can be. Keeps the usual weaknesses like vulnerability to direct damage and tactics, but doesn't get any of their strengths, having the limited keyword and zero force pips. A white gun doesn't really mean anything. That said, I won't give this a 1 because this set is expensive, and a crappy resource is better than no resource at all under those circumstances.
Jamming Protocol (200-5): 20 out of 20 possible points.

chunkygorillas (5/5) – Lightside has a lot of annoying events, this just gives Navy another way to deal with them.
doctormungmung (5/5) – Event cancel on demand! Fantastic! Now the LS have a damned if they do, damned if they don’t quandary with their events. Do they play it early in hopes of getting out in front of a Customs Blockade, or do they hold off because of a potential Jamming Protocol. There’s nothing like the tempo swing of canceling a Yoda, You Seek Yoda first turn. There are plenty of other juicy targets as well, like Rebel Assault, Force Rejuvenation, Let the Wookie Win, Outmaneuvered, etc. I’m finding I’m happy using it even for almost trivial events, as long as the LS would be getting some kind of effect, I’m usually fine messing with that. Now anytime the DS has an open resource, the LS has to be cautious of playing any of their events.
yodaman (5/5) – It’s finally here! DS gets a real event cancel card, which is essentially a DS version of
Counterstroke. Sure Imperial Suppression canceled events, but it put the LS card back on the top of the deck and just delayed it a turn. Customs Blockade has to be double focused and only works on the first evet card the LS player plays, which means a savvy player can work around it to get the real even they want to play off. No more of that. Now the LS has to tread lightly whenever the DS has a Navy resource open. Do they want to risk that Yoda, You Seek Yoda, Rebel Assault, Bamboozle, Force Rejuv, Unfinished Business when it might be canceled. It’s about time.
Majestaat (5/5) – Event cancel is good. Navy already had Customs Blockade, which does a fantastic job in the long-run, but gives the LS clear windows of opportunity to play around it (not complaining, that's good design). Jamming Protocol is also rather predictable since there aren't many things Navy would save a single resource for, but it's still harder to get past.
Battle of Endor (200-6): 10 out of 20 possible points.

chunkygorillas (3/5) – Navy has more Endor objectives, but this card still feels weak with what this set will be ran with.
doctormungmung (2/5) – I like this even less in a Navy deck, as currently there are very few synergistic sets that are Endor, and you really don’t want to have two Moon Blockades on the board at the same time. Thus this is frequently a bust as an edge card.
yodaman (3/5) – Like the one that appeared in Dark Council, I don’t like this fate card as much here as in other sets. See my comments there.
Majestaat (2/5) – I don't know why I even bother. To keep things simple, this fate card is only good in Ewok decks. Other affiliations don't have enough Endor stuff to get this card to 3-4 pips.
Overall: 16.5 out of 20 possible points.
chunkygorillas (5/5) – 2 unique for imperial fist, and now Navy can do everything, with this set they absolutely become the best at dealing with events, but also objective abilities, since they have more than one way to blank them.
doctormungmung (4/5) – I love this set. The Executor and Jamming Protocol carry the load, but they do it with relative ease. And while the remainder of the cards are uninspiring, they are functional and at least decent (well, maybe not the edge card, although that’s bound to get better as time goes on). A lot of people don’t like to play more than a single copy of this set, but I’m all for on doubling up. The Executor and Jamming Protocol are just that good.
yodaman (4/5) – Exeuctor and Jamming Protocol are clearly the starts of the set. The rest of the cards bring it down a bit, but expect to see this set in lots of Navy decks for quite some time. Navy Star Destroyer decks just got even more back-up. With the IE Navy stuff, Moon Blockade only needed to be really good to have an impact.
Majestaat (3.5/5) – Another unimpressive set for me. I think the Executor and Jamming Protocol are strong enough they can carry the weight for the rest of the set, but objectively speaking, Navy can do better with other ones, probably. If you're like me and will go for the Executor no matter what, 1x is likely the way to go. With how hard it is to remove it from the table, you don't really need a second copy.
FINAL WORDS:
Has been a while since we last had such a big delay. Sorry about that. I am trying to give the reviewers more time to test so these articles can be a bit more accurate, but this still took much longer than I wanted, purely by my fault. A lot of stuff going on. The same happened with Mr. pants, which is why he couldn't participate this time, so in the end the final scores may not be as accurate anyway, boo.
About the pack itself, while the scores may not reflect it, I think it is very good. All sets are quite playable, and open some new builds within each affiliation. It's just that, Dark Counsel aside, they all have some extremely strong cards with some really subpar ones, making the final package a rather balanced objective set. They just take some more thinking and deckbuilding than usual.
Thanks to everyone for sticking around with us despite these blunders. Will try to make up for it. I expect the So Be It review to be up early May.
As always, you can find past reviews in our forum thread here.
May the Force be with you all!
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