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Star Wars LCG
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|Recent Card Discussion|
Aug 20 2019 03:00 PM by darthbs
I can fix this set
Aug 20 2019 06:55 AM by MarioFanaticXV
This could have been a great card if 1) the rest of the set didn't weigh it down and 2) more Alderaan objectives had come out.
Echo Control Center
Aug 19 2019 07:32 PM by Rio
Aug 16 2019 07:10 AM by darthbs
I think its still undecided if they are playable but, the new sets were definitely an improvement.
The main issue back in the Hoth cycle was that they attempted to merge vehicles and characters into the same sets which caused your deck to pull into two directions. A great case being wedges set which was a for a speeder deck but then had an enhancement more suited to characters.
So the speeders and walkers ended up being the decks that came out, while the character/trooper decks took a back seat as there wasn't anything to get them to work with, any decks that did come out were not up to dealing with the new cards.
Ideally what we need is a return to Hoth set/cycle. Something that looks to fix or replace out parts of the Hoth cycle so that you can have a stronger and more synergised decks, that are still on theme. If I come out of retirement maybe I'll design something.
Aug 16 2019 05:09 AM by MarioFanaticXV
Hoth was the first cycle released, and wasn't really a viable archetype during most of the game's life. It got a little bit of support during the Echoes of the Force cycle (one Rebel, one Imperial), we didn't see anymore Hoth sets after that until the second to last pack, when the Rebels and Imperials each got one new Hoth set that finally made them playable again.
Echo Base Defense
Aug 16 2019 04:35 AM by MarioFanaticXV
I don't think this is correct. If Lak were attack a Hoth objective, none would be dealt because his triggering condition "When you would deal damage for the unopposed bonus" would not be satisfied- so even non-Hoth objectives would be safe.
However, if they were attacking a non-Hoth objective, all objectives would take damage, even Hoth ones, as the damage to all three would then be caused by Lak's effect, not by the unopposed bonus.
Apr 04 2019 01:34 PM by Rio
I threw it into Navy, used it with Dark Troopers, Hoth Vader and Rav. It was a fun deck, Dark Trooper Project makes Aphra elite if committed. Pinging objectives when the Droids leave play for her ability is sneaky getting 2 pings with Rav and the Viper droids us even better.
Mar 03 2019 01:50 PM by darthbs
For me you don't play this set for Aphra, this is a support set and she becomes a bonus if you get her in the game, especially late game to use her effect before she gets locked down.
Only 2 cards in the the set are sith traited and she can be played with scum resources so really its only one.
Try making a scum deck and sneak this one in at the end.
The objective if you have it out will more likely trigger, you have the influence resource out so that you can reclaim big cards late game.
But don't play her first turn shes not going to do you anything but cause frustration, but later on shes a pain to deal with.
Edit - Another option is to play her with 8t88, using the split faction card, you can chain react the affiliation reaction and 8t88 is a good 3 pip card to retrieve using her event. Then build from there.
Mar 03 2019 01:35 PM by darthbs
Not really, there was a lack of synergy between this set and the majority of other vehicle sets that meant this didn't have a place to go.
Ackbar himself while the ability is cool, was too expensive to play most of the time, so you needed to trick him in. Then to get the best use you also needed to have edge for those tactics to go off.
Him being a leader gave potential to him going into a leader deck but then the rest of the set just didn't go with leaders.
If Ackbar had the pilot trait, (which I know he shouldn't) then the potential for this set would sky rocket as he can then be tricked in with stay on target, then this set would see a lot more play.
Thematically this set was fine, but a common thing with all the early sets in this game is that not all the cards synergised in sets. Hoth survival gear being a prime example of a card that should not be paired with speeders. (Shakes head)
Jan 17 2019 12:33 AM by RoyalAegis
Nah this set is garbage and has been superceded by the Ancient Rivals Dengar. Much better set although in both cases Dengar is a unit that's only situationally good unlike his LS analog in Captain Rex who's ready to go when he hits the board.
Jan 17 2019 12:31 AM by RoyalAegis
Definitely the ramp ability. In my experience I got the Death Star out in less than half of the games I played with it. It's definitely got merit as an edge-killer though.
For what it's worth though I've never play aggro Navy Capital Ship decks (I just ran the Death Star like everyone else did until it got restricted with Endor Entrapment). I can definitely say though that Navy Fortress without this pod is a very viable deck archetype for competitive play. Give me a holler if you want a more in-depth explanation.
Shelter from the Storm
Jan 16 2019 07:27 PM by dbmeboy
Way back in the day (when this set first came out) it was a very useful cog in a LS shielding deck. Deck ran Core Luke, Core Han, Core Obi-Wan, Secret of Yavin 4, and this set. Getting Luke or Han shielded (with Prep for Battle out) early in the game did work.
Jan 16 2019 07:25 PM by dbmeboy
No, but not because of Dengar himself. The rest of the set just drags him down so much that it never saw any play.
Jan 16 2019 07:19 PM by dbmeboy
The set's main strength is in the ramp ability. If you actually get the Death Star on table, it's great and possibly wins the game by itself. But more consistently you're using it to ramp out capital ships, use the Engineers to attack and defend with your big Star Destroyers, and using the Death Star as an edge card.
Shelter from the Storm
Jan 16 2019 03:14 PM by Thaliak
Shelter from the Storm can be situational. It allows you to protect a unit from damage but provides no protection from tactics beyond the shield itself, so if your opponent has a unit with two tactics icons, they can still keep the sheltered character from striking. Even if the opponent can't do that, there's a fair chance they'll have other targets for their tactics icons, guns and events.
Shelter from the Storm
Jan 16 2019 01:13 PM by xXDarthBladeXx
How is this card not a game changer? Couldn’t you load up a Jedi or a ship with crazy amounts of blast and then play this right before they attack to just wreck face?
Jan 16 2019 01:11 PM by MarioFanaticXV
Trooper decks often fit that niche, but this set really doesn't fit well into them. Especially when you have Imperial Command (Set 026) which includes better resource options, two troopers, and Orbital Bombardment which acts as an always-on sort of effect similar to Vader's ability here.
Jan 16 2019 03:54 AM by xXDarthBladeXx
So did the game ever give any support to this pod to make it combo well? I’m thinking an aggressive navy deck with super cheap units to try to hang bang objectives in one go. Viable?
Jan 16 2019 03:33 AM by xXDarthBladeXx
So this guy could be an absolute beast, but if he dies he gives your opponent a huge boost, so is it worth it? Can this guy wreck face?
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