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 Search For Skywalker - Imperal Navy and Scum and Villainy Review

Star Wars The Search For Skywalker Review

In part one of the two part Star Wars LCG The Search For Skywalker Objective Set Review our reviewers will be covering the Scum and Villainy and Imperial Navy objective sets.

First Up Objective Set 46 Deploy the Fleet (46-1)


Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image


Deploy the Fleet (46-1) - 3/5
This is basically just a less useful version of Kuati Reinforcements as at times you may be unable to use its ability for fear of blowing up the objective or because you simply do not have a Capital Ship. While not a bad objective it is limited compared to others along the same lines.


Death Squadron Star Destroyer (46-2) x2 - 4/5
Three objective blast damage, five health capacity, Shielding, non-unique, two per objective set, and immune to Rebel Assault. Ya that seems like a good card right there, its one and only down side is that it costs 6 but with Kuati Reinforcements, Deploy the Fleet, and Admiral's Orders all likely to be in a deck with this unit you can significantly lower this units cost on a consistent basis. And did I mention that it is immune to Rebel Assault (or any other enemy event).

Fleet Navigator (46-4) - 2/5
A two cost resource unit with an edge dependent Tactics icon, it is what it is.

Death Squadron Command (46-5) - 2.5/5
While this is an interesting enhancement I don't see it being a huge game changer. With Navy decks you are going to be destroying a decent number of objectives every game so you should be able to trigger this effect often enough to make it useful but an initial investment of 3 means that one entire turn will most likely be spent putting this into play. The way I see this being useful is if you play it, play a Devastator (with cost reduction) and are able to blow up an objective that turn which still leaves the objective potentially one turn away from being used again. This is a neat concept, but I just don't see it being as good as people will think.

Admiral's Orders (46-6) - 4/5
The only thing that is keeping this from being a 5/5 is that it is limited to Capital Ships and while the Navy faction does not lack for Capital Ships it also runs enough Fighters and other units that this could be a dead card in hand. As more Capital Ships come out however this card will continue to improve in quality and playability.

Overall - 4/5


Deploy the Fleet: 3/5
Standard stats with a decent ability. There's just enough cards with the capital ship trait right now to make the objective itself playable and like most cards it will only improve with more options.

Death Squadron Star Destroyer: 4/5
I think these might 5/5's with the rest of the Hoth cycle, as there seems to be an upcoming theme of Imperial shielding bonuses. Right now they are just solid tanks that can put pressure on the LS. While not as brutal as Devastator, they're still a pain to deal with. I just wish they had elite.

Fleet Navigator: 4/5
Maybe my rating is just an overreaction after the Communications Officer in the last pack, but this is a great all around chump who can give you resources, give you defense, and still take a Heavy Blaster to the face.

Death Squadron Command: 3/5
I think this card is actually a 2/5 or 4/5 depending on your deck. If you are playing highly aggressive Navy, then this is definitely a fantastic card to fuel your mechanized assault. If you are splashing this objective set to add some aggression to your control deck, this card is mediocre. It also makes me sad to see such an expensive card with so few edge icons.

Admiral's Orders: 3/5
Really great in-set synergy. If you run this set in duplicate, flop both copies of the objective, and draw both copies of this, you can play Devestator FOR FREE. And really, what more can you ask for?

Overall: 4/5
Originally I rated this a 3, but after using it to great effect more recently it's definitely a 4 or maybe a 5. I really like how easy it is to splash this into a control deck to get a little offense while keeping up your resource count.


Deploy the Fleet 2/5
Given the speed of LS decks currently, I will never willingly damage my own objectives for such a weak effect.

Death Squadron Star Destroyer. 5/5
This card is badass. Granted it is quite expensive but its perfectly capable of dealing some serious damage to any LS objectives. Not only that but its incredibly resilient. 5 Damage capacity, Shielding, and a natural immunity to your opponents events. The only thing that could make this card better is if you got multiples in the objective. Oh wait...

Fleet Navigator 3/5
Slightly more resilient than some of the other officers out there. This alone makes him more useful. Also an edge dependent tactics icon is nothing to sniff at. Hes just a little above average, but thats a good place to be.

Death Squadron Command 4/5
Resources are key to Navy decks and this allows for faster purchasing. If you are winning, this will keep the pressure on your opponent and if you are losing will allow you a better chance of getting back in the game. A good solid resource card that will have a home in navy for sometime.

Admirals Orders. 3/5
Decent enough. Speeds up the buying of tank units which the navy seem to have in abundance. A very solid card that will occasionally be dead in your hand but more often than not will have a use.

Overall. 5/5 The Capital Ships alone make me love this objective.


Deploy the Fleet - 3/5
This is a really strong objective. Stick a Defense Upgrade enhancement on it and you can reduce capital ships in a big way. This is essentially a much better version of Kuat Reinforcements because it doesn't require you to toss the cards you might need to win an edge battle.

Death Squadron Star Destroyer x2 - 4/5
6 Damage capacity, 3 blast icons, and a shield. Throw in Endor Gambit and you can attack every turn with this badboy without fear. Those pesky Jedi won't be able to tactics this guy down unless they can bring 2 tactics icons to the party.

Fleet Navigator - 4/5
I daresay he's the best resource chud in the game. Getting a resource chud with 2 damage capacity solves a lot of problems caused by Han initiating battles and deflections. Throw in a tactics icon and we have a winner for sure.

Death Squadron Command - 4/5
Resources are key and this one is very interesting. If it had the same text and was 2/2 it would be a 5. As it stands for 3 you can probably double focus it and have it refresh every turn. The goal for light side is to knock out objectives and thus, refresh this card. So be careful and you may be able to have it fresh every turn. Also cards like Bounty Collection help refresh it quicker. This card could end up being even stronger as more cards are released.

Admiral's Orders - 4/5
Reducing capital ships by 2 can be clutch. I've had turns where I put out two capital ships with this and the objective.

Overall - 5/5
I see this objective set being a staple in Navy decks for a long time to come. Getting 2 monster destroyers and piles of resources = a winning pod.


Deploy the Fleet
I feel that self damaging objectives are far weaker in DS than LS. LS's main goal is objective damage so you are basically doing their work for them. That being said rushing out a Star Destroyer in the early game can be a big deal. Also playing two or possibly 3 Capitals in a single turn during mid game is not a problem due to the vast amount of resource-gen that feet decks produce. Unlike the old fleet accelerator objective this dose not damage your edge battles so in that respect it is defiantly an upgrade, but be aware that this is not to be used to just "play a card" You want a quick achievement for the price of weakening your position. People talk early rush, but I think surprise multi capital cast mid game to snipe 2 or even 3 objectives in a single turn is were this card will shine.

Death Squadron Star Destroyer x2
This guy is extremely good, though obviously specialized All DS decks have seen the power of the Guardians, shielding is a thing, it exists and its awesome. With out blaster dmg to clear the way these guys like most capitals require support to shine, through with 5 health and shielding these guys can power through a weaker defense if needed.

Fleet Navigator
This guy is a total win. A huge upgrade to the other 1 resource-gen officers. 2 health gives him little longer board presence and the tactics icon makes him relevant when he is not busy resourcing.

Death Squadron Command
Resource-gen is always good, though fleet decks can end up with so much that these cards you can often become flooded. Its ability is fairly irrelevant, as you do not want to be having objectives destroyed in the first place, though when you do it is nice to have a small bonus. Still I think this is hard to plan around as you do not have control of when LS will make it through. This is one of those effects that relies on your opponent to trigger, and as a rule I hate these types of effects. When you start to consider manual refreshing, you see there are other options that are nearly the same. Still it is a 3 resource-gen enchantment, can not really go wrong with that.

Admiral's Orders
Not a lot to say here. This card is a boss and allows the mid-late game mass warp in of capitals to be smooth. Some cards have nothing wrong with them.

Overall
I think this will find a home in most navy decks for the time being. With 2 destroyers, shielding and black blast damage + a butt load of cost reduction / resource-gen... well you can not go wrong. Just remember that because the capitals use black blast damage and shielding you do not need edge to utilize this PoDs tools. Still, just keep in mind that there are few cards suitable cards for edge battles in this. Navy can really suffer in edge. Keep this in mind as this PoD will be in your deck... so you might also have to sub in another PoD to boost the edge at the same time.


And Next we take some Jabba's Orders (47-1)

Posted Image[lightbox='sw/ffg_weequay-elite-the-search-for-skywalker-47-2.png']sw/ffg_weequay-elite-the-search-for-skywalker-47-2.png[/lightbox][lightbox='sw/ffg_weequay-elite-the-search-for-skywalker-47-3.png']sw/ffg_weequay-elite-the-search-for-skywalker-47-3.png[/lightbox][lightbox='sw/ffg_jawa-trading-crawler-the-search-for-skywalker-47-4.png']sw/ffg_jawa-trading-crawler-the-search-for-skywalker-47-4.png[/lightbox][lightbox='sw/ffg_jabbas-palace-the-search-for-skywalker-47-5.png']sw/ffg_jabbas-palace-the-search-for-skywalker-47-5.png[/lightbox][lightbox='sw/ffg_get-me-solo-the-search-for-skywalker-47-6.png']sw/ffg_get-me-solo-the-search-for-skywalker-47-6.png[/lightbox]


Jabba's Orders (47-1) - 3/5
Knowledge is power, and this objective gives you knowledge of your opponents hand which helps you develop a plan going forward. If this was usable from being focused or damaging the objective it would be really good but as a one off it is a bit underwhelming.


Weequay Elite (47-2) x2 - 3/5
Currently with few ways to efficiently capture cards this guy is over priced at a cost of four. But as there become more reliable ways to capture cards these will get better because the cost will be more beneficial to play the unit. Additionally a non-edge dependent Tactics icon is really good.

Jawa Trading Crawler (47-4) - 1/5
It costs too much, it doesn't have enough health, and the stipulation on how you can spend the resources makes it as close to useless currently as is possible. In the future when there are more Droids and Vehicles for the Scum faction this may be viable, but right now it is pretty terrible.

Jabba's Palace (47-5) - 3/5
Another very solid enhancement for increasing your Objectives damage capacity which is key to stopping the Light side player from achieving their victory condition. While this doesn't win any awards for being the best card around it is a solid addition that will keep the Dark side player one step farther ahead in the race to victory.

Get Me Solo! (47-6) - 3/5
This could be completely devastating to your opponent, imagine turn one getting 2+ Guardian's, Yoda, or Luke. This card fits perfectly with a Control deck because not only is it good in and of itself, but it also combo's quite well with Cruel Interrogations and the objective it is a part of. If any additional ways get added to look at an opponents hand this card will continue to rise in value. The fact too that it captures ALL versions of the cards present in hand is really good too especially on turn one.

Overall: 3/5


Jabba's Orders: 2/5
Standard stats and a subpar ability. Revealing your opponent's hand can be very powerful for a very short time, due to the fast-cycling nature of the game. Not an objective I would usually choose for the flop (though if you think you can draw an opening Get Me Solo! then it's powerful), but could be really great midway through a game.

Weequay Elite: 3/5
I just want to say, I really love the design of this card. They are either over-costed at 4 or a steal at 2, making them fun and risky. Right now they are a gamble with so few ways to constantly capture opponent's cards, you essentially depend on an opening flop of a capture objective. But if you get that, they are pretty amazing.

Jawa Trading Crawler: 1/5
Over-costed with too many restrictions and it doesn't even have a Jawa keyword!

Jabba's Palace: 4/5
Just a really solid card. You're putting the LS further from their objective and getting more resources. And it has 3 icons for edge. What's not to like?

Get Me Solo!: 2/5
I was really excited when I first saw this card, but having actually played with it, it's only gone into edge stacks (maybe also because I've never drawn it in my opening hand). Because it's limited to my turn, I usually find my opponent has too few cards in hand after attacking for there to be much chance of capturing anything. I suppose I could use it just for hand info, but I still usually want that information on their turn.

Overall: 2/5
I like the ideas in this set, but like the Boba set in the Core there just isn't enough synergy for the tricks to make an impact yet. Hopefully in another month or two this will see play with new Scum & Villainy sets, but it's time is not here yet.


Jabbas Orders 2/5 or 4/5
On the surface this is a pretty poor objective considering the speed in which your hand is cycled. There is the potential for growth if hand knowledge/punishment becomes a thing for the Scum. Certainly has promise.

Weequay Elite. 4/5
I really like this card. It seems expensive initially but I would imagine its likely to be reduced more often than not in future sets. Not the most resilient of units but has reasonable icons. A good solid beatstick unit.

Jawa Trading Crawler. ?/5
I dont know what to make of this card. Its expensive, low damage capacity and selective resources. I think we may have been the victim of a practical joke. I hope Im wrong, I love the Jawas.

Jabba's Palace. 4/5
I like it. Its simple and pretty cost effective. The more damage capacity on my objectives the better.

Get me Solo. 1/5
The limitation of being able to play this only on your turn is crippling. A nice idea, poorly executed I feel. I guess it could be used to attempt to remove power characters from possible edge battle drops...maybe? Its best use will likely be in an edge battle.

Summary 3/5. Some nice cards but weak overall.


Jabba's Orders - 2/5
At first glance this objective seems great. I get to look at their hand!! Yup turn 1 it's pretty good and downright great in combination with a Get Me Solo. However, after your opponent has played all their cards as edge cards and knocked out an objective, this is not what you want to see.

Weequay Elite x2 - 5/5
This is one of the reasons why you run this pod. This guy is basically 2/2 with 3 icons, one of which is a tactics. He is an amazing control card. Try pairing him up with Ice Trompers and watch the tears roll down your opponent's cheeks.

Jawa Trading Crawler - 0.1/5
The worst card in the game by a wide margin. It's biggest problem is the 1 health. It dies to a myriad of threats and costs a fortune. I'm not being hyperbolic for once, this card really is the worst in the game.

Jabba's Palace - 5/5
So let me get this straight, I get a non-limited resource that also increases the damage capacity of all my units. Every deck I make I'm trying to splash this card in. Yeah it's that good. Oh it's unique and I drew a second copy. Great it has 3 force icons.

Get Me Solo! - 2/5
It is a situational card. If you get it first turn with a Jabba's Orders its a 10/5. If you get it later when your opponent has no cards in hand and you must play it on your turn it is not too hot.

Overall: 3.5/5
If you are playing this objective you are doing so for the Wequay and Jabba's Palace. Both are phenomenal. Unfortunately, they are rounded out with some subpar material.


Jabba's Orders
I like this card for what it is, a scum resource with a neat random effect. While you will not pick this PoD for the objective effect alone, it can be a nice little tip when it comes in. For mid game it's effect requires activation form your opponent and I have already stated my opinions on cards like that, then add on the luck of the draw to play it and you have a card that is very random. The complete lack of control a player has on this card annoys me. In fact the only control you have of this card is in objective selection at the start of the game. Still when it dose come in to play midgame it can be a game changer. People are reluctanrt to edge discard entire hands still, even though this is often the correct choice, so usally there one or two cards in hand that are key cards for their deck or future plans. Knowing these few cards can be a great boom arguably more so than knowing their starting hand at the beginning. There is an obious combo with the interrogations PoD for both start of game and mid game situations as is its own card Get Me Solo


Weequay Elite x2
This is star and will be a hall mark card for Scum for the forseeable future. We have already seen a spoiler for the Edge of Darkness expantion PoD The Tatooien Crashed So we know that this card will nearly be garenteed to be cost reduced in latter decks. Add in other current capture machanisums and you have the workings of a core card for any detain deck. Also, tactic icons are powerful but black tactic icons are crazy powerful! Plus we can have 4 copies in a single deck. This card is a beast.

Jawa Trading Crawler
This card is a strange one. I feel that there will one day be a droid deck and it will be awesome but at 3 cost, 1 edge and 1 dmg plus a limiter on what it can be spent on.. I just do not see this card ever digging its way out of the hole it is percived to be in by the community. This card gets a lot of flack but is it much diffrent from other 1 dmg weenies we see in Jedi or Stromtrooper / Tie Fighters? Well yes, that extra point of cost makes a huge diffrence as it dose not even replace the resources it uses to cast it and all the other weenies are 2 cost. If this was a 2 cost card it would be much improved. Untill we see some awesome droids it is hard to see how this card can be used. If ever.

Jabba's Palace
This is just the kind of card you want to see all the time. +1 dmg to all objectives, resource-gen and 3 edge to negate unique? Well.. Jawa Trading center is an example of a card that gets eveything wrong, this is an example of a card that gets eveything right.

Get Me Solo!
This card combos well with the objective but has the problem of it being very situational. There is also the obvious combo with the Weequay and the interegations PoD to make this stronger. Still it is still going to be dead in hand a lot of the time. In a normal game you could hold this card untill there was a great opertunity to use it and it would be devestating, but i think this may fall into edge battles more often than not. Still this card could become a mark of a great player. If you know the PoDs extreamly well, and see him hesitating to drop a card in a edge battle, or miss use his resources and realise he can not afford somthing and a mirriad of other tells, you may be able to snipe a card now and then for little loss. At 1 cost you may often have spare resources to blow and at 1 edge, it may be of little use in a edge battle. Playing a gamble like this could pay off in a big way. Remeber you can see 3 of their objectives, and can infer that they are running 2 of many of them. You should know the major threats that they will be holding back. Is it a gamble?... sure. Is it costly.... no. Gamble cards are not looked on fondly by me but I feel that there is a good chance that this card can go off even with out a hand peak effect to fule it.

Overall
This is also going to become a major PoD for the forseeable future. Weequay and the Palace are that good. The Detain Deck is forming for Scum and this will be in the middle of it. I'm not going to call auto include as there is a ton of Scum to be seen, but it sure looks like it at this stage.


  • sonde and Ketricel like this


10 Comments

honestly, I can't even imagine what the designers were thinking when they settled on the jawa trading crawler. It's so bad, every game I have got it, I just discard it to draw an extra card.

it has zero redeeming qualities. the cost at 3 is just bad for what you're getting, the health at 1, I mean come on FFG, it's a giant sand crawler, is it really THAT weak? then there is the edge enabled icons, the single force icon, and the limitations on even using its resources.

the tauntaun, now that's a great resource unit. the jawa trading crawle......easily the worst card in the game currently, and it figures to be for a long time to come!

honestly, I can't even imagine what the designers were thinking when they settled on the jawa trading crawler. It's so bad, every game I have got it, I just discard it to draw an extra card.

it has zero redeeming qualities. the cost at 3 is just bad for what you're getting, the health at 1, I mean come on FFG, it's a giant sand crawler, is it really THAT weak? then there is the edge enabled icons, the single force icon, and the limitations on even using its resources.


Once Edge of Darkness is released it's value might change depending on how many Droids we see for Scum & Villainy there are at least a few Droid assassins out there in the galaxy.
There is always that hope, but as the main issue with it seems to be its lack of damage capacity it wont really change peoples opinions on it. Personally I hope I am wrong and the card shines through.
It could also simply be in there to try and balance the objective set. Weequay Elite & Jabba's Palace are both amazing cards that work very well in our games so far using them.
I agree. Both cards are damned good.

Once Edge of Darkness is released it's value might change depending on how many Droids we see for Scum & Villainy there are at least a few Droid assassins out there in the galaxy.


Honestly, i don't see how that would really matter much. Even if you make some sort of "driod" deck, your still paying 3 resources, for a 1 health unit with edge enabled icons and no keywords other than vehicle. Comparing him to another 3 cost, resource chud, admiral motti and clearly that card was not thought out. Even the communications officer in Vaders command pod (which i considered to be pretty bad), at least has no restrictions on the resources.

The card is just bad.


It could also simply be in there to try and balance the objective set. Weequay Elite & Jabba's Palace are both amazing cards that work very well in our games so far using them.


I have to disagree with this as well. The weekay are ONLY amazing if you have something captured. at 4 cost they are still good but not amazing. On top of that, I don't believe there is a "balancing" of the Objective sets as you say. there is no bad cards in plenty of pods. Name the bad card in questionable contacts, renegade squad mobilization, secret of yavin 4, hero's journey, Emporer's web, fall of the jedi, and the list goes on. there are plenty of pods that are full of good cards so imo, that's no excuse for the jawa trading crawler, and i'm not saying it should be fantastic either, just usable or worth being something other than a discard for extra draw.

The card is just bad.


I did say might change, until the Scum are as fully developed as the rest of the factions it really is hard to say with absolute certainty.
I mean, I hope it does get better, I love the rest of the objective set, I guess I just fail to see it getting much help as they built in so many limiting factors in it. maybe had it got the jawa keyword, because we already know there is going to be plenty of jawas. when I first saw it I thought that must be a typo, but no such luck.

anywho, until it changes, it's always good for a discard formore card draw :)

maybe had it got the jawa keyword, because we already know there is going to be plenty of jawas. when I first saw it I thought that must be a typo, but no such luck.


No card exists yet with Jawa as a keyword. Even the Jawa Scavengers that were previewed are just Character Scavenger.
my point is that the card has seemingly dug itself a hole that might be hard to climb out of. I hope I'm wrong though.