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!
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!
5 Comments
Not a fan of 2x Jabba's Reach. Uniques + normally useless objective makes it a no-no for me.
Would go for another Findsman's Intuition (except for a second 4-Lom, all good additions), Trandoshan Terror (defenders and more capture) or Slimiest Scheme (good in defensive decks).
Thanks! I'll see what I can do.
I've been considering Scheme anyway. It looks like a really solid defensive set, as you say, though I haven't played with it yet.
My other worry is that there's too many resources: do I need 2x Contracts and 2x Slave Trades, plus Feeding the Pit? Hmmm.
The more resources on objectives the better. Considering the Krayt Dragon is your main offensive tool, it seems pointless to remove Feeding the Pit unless you want to take the uber-defensive route.
Without that many mercenaries, Lucrative Contract loses some power and could go away if you don't need the extra Officials and Twist.
Galactic Scum alone make The Slave Trade a very good set, even if you can't consistently take the Force.
To keep some balance, I would personally try removing one Lucrative Contract to add one Tatooine Crash. Another 6 HP objective that helps Weequays a ton and jawas for cheap control. You also keep the same number of Twists.
Gotcha. I was actually a little more concerned about the sheer number of resource enhancements, except for Jabba's Palace, which is just great to have anyway for the extra HP.
The Jawas are fun to have, and I do love that they can be Jabba'd at any time for some tactics fun. Utinni! gives some nice versatility to possible capture targets.
You've given me some really solid food for thought. Thanks so much.
Took out a Contract and put in a Crash as you suggested. Playing against my Jedi deck at the moment. First turn draw was just one Galactic Scum versus Jedi's draw of a new Yoda and two Lightsabers, along with two Guardians and a Luke.
Ouch.