John Steinbach
United States
Forest Grove
Oregon
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Hey all,

Picked up my copies of Edge of Darkness yesterday, and I decided to post my initial knee-jerk reactions to each objective set. I'll start with the LS pods for now, and I'll post my takes on the DS sets sometime in the near future. Feel free to agree/disagree, but keep in mind that most of these responses are based on little to no actual playtesting. I'll give my thoughts on each card and then rate each pod on a scale of 1-5.

SMUGGLERS AND SPIES

Wookiee Life Debt
Smugglers and Spies
5 Damage Capacity / 1 Resource
Kashyyyk
Each Wookiee unit you control gains “Protect Character.”

--Very solid ability. This pod has terrific synergy, as do pretty much all of the SaS sets in the box. Potentially an alternative to running The Secret of Yavin 4 in decks that really want to protect big characters. You can also run both if you want extra redundancy in that department.

Chewbacca
Smugglers and Spies / Unit
3 Resources / 1 Force icon
2 Black Blasters, 2 White Blast
Character. Wookiee. Smuggler.
Reaction: After this unit is dealt damage during an engagement, it deals twice that much damage to a target participating enemy unit.
3 Health

--EXTREMELY efficient unit that will almost always be a huge pain for the DS player. 3 health, two unit damage AND two potential blast damage for 3 cost? Sign me up. There are also all kinds of ways to abuse his reaction, starting with the protect keyword granted by the objective. Just keep in mind that he can only hit PARTICIPATING enemy units, so wait for your opponent to commit attackers/defenders before dropping Let the Wookiee Win and wrecking everything.

2x Wookiee Warrior
Neutral / Unit
2 Resources / 1 Force icon
1 Black Blaster
Character. Wookiee.
This unit gains Black Blaster, Black Blast while it is damaged.
3 Health

--Solid weenie that can soak damage if the objective is in play and turns into a reasonable threat if damaged. Nothing game-breaking, but pretty good value for a cost of 2.

Let the Wookiee Win
Smugglers and Spies / Event
0 Resources / 1 Force Icon
Action: Deal 1 damage to a target friendly unit. Then, deal 1 damage to a target non-vehicle unit.

--Play this on Chewie during an engagement. Use his reaction to deal 2 damage to a unit, then use the card's effect to deal 1 damage to another unit. Yeah, it's phenomenal. Even if you can't pull off that ideal scenario, targeted removal for the LS is always handy.

Heat of Battle

--It's HoB. You know what it does. It's good.

Overall: Fantastic set, and I think it's only the third- or fourth-best SaS pod in the box. Great synergy with the objective, the Wookiees, and LtWW. Chewie is a hoss all by himself and can really force the DS player to make some difficult choices during conflict phases. Lack of a resource is the only minor demerit.

Raise the Stakes
Smugglers and Spies
5 Damage Capacity / 1 Resource
Cloud City
While this objective is undamaged, your unopposed bonus is raised to 2.

--Nifty ability, although I don't tend to like objectives that "turn off" as soon as they take damage. If it can be negated that easily, the effect had better be REALLY good. I don't think this quite gets there.

Blockade Runner
Smugglers and Spies / Unit
4 Resources / 2 Force Icons
1 Black Blaster, 2 Black Blast
Vehicle. Capital Ship
While this unit is attacking alone, enemy units with printed cost 3 or higher cannot be declared as defenders.
3 Health

--Sneaks past the Palpatines and Vaders of the world, and none of its icons are edge-dependent. Going to be really good in certain matchups and in certain situations but will also get shredded by a DS weenie deck (i.e. Veers/Vader trooper swarm). On balance, I think it's just OK.

Cloud City Operative
Smugglers and Spies / Unit
2 Resources / 1 Force icon
1 Black Blaster, 1 White Tactic
Character. Rogue
Reaction: After this unit enters play, move 1 focus token from a target unit to another target unit with printed cost 2 or lower.
2 Health

--Phenomenal weenie for the LS. Doesn't die to a Force Choke, comes equipped with a tactics icon, can negate opponent's tactics AND exhaust their units at the same time. Probably my favorite non-unique 2-cost unit in the game right now.

Bothan Spy
Neutral / Unit
1 Resource / 1 Force icon
1 Black Blaster
Character. Spy. Bothan
Reaction: After this unit enters play, look at your opponent’s hand.
1 Health

--I actually like this guy quite a bit. Knowledge is power, and this little dude can let you know exactly how many Force icons you'll need to overcome on a given turn or give you advance warning if the DS player has any tricks up his or her sleeve. Can also be comfortably sacrificed for effects like Covering Fire. In a game littered with uninspiring 1-cost units, this fellow is head and shoulders above most in his cost bracket.

Smuggling Compartment
Smugglers and Spies / Enhance
1 Resource / 2 Force Icons
Upgrade.
Enhance a vehicle unit you control.
Reaction: After enhanced unit is declared as your only attacker, draw 1 card.

--Card draw is always good. I'm still not sure how I feel about all of these effects that emphasize attacking alone, but my initial impressions are not particularly favorable. Obvious synergy with the Blockade Runner.

Swindled

--Same as the card in Questionable Contacts. Very versatile, and more so now with Cloud City Operatives and Saboteurs (more on those later).

Overall: This feels like a pretty middling pod to me. I like the Bothan and I LOVE the Operative, but I don't like the Blockade Runner or the Smuggling Compartment all that much. Please leave a comment below if you are really enamored with the effects that require a solo attacker, because I don't know that the bonuses outweigh the tactical limitations.

Trust Me
Smugglers and Spies
5 Damage Capacity / 2 Resources
Cloud City
Smugglers and Spies only
Interrupt: When an event card is played, deal 2 damage to this objective to cancel that event card’s effects.

--2 resources and the ability to cancel events. Yeah, it's incredible. Some nice interactions with the Daughters of Allya, if you want to go that route. Even if you have no way to remove damage from your objectives, though, this just throws a gigantic monkey wrench into the DS player's plans. Did I mention that it also gives you 2 resources?

Lando Calrissian
Smugglers and Spies / Unit
4 Resources / 2 Force Icons
1 Black Blast, 1 Black Tactic
Character. Rogue. Scoundrel.
Elite
Action: Spend 1 resource to remove a target participating unit from an engagement. (Limit once per turn)
2 Health

--Incredibly versatile character that rewards clever play. If you can figure out how to use (and abuse) his ability, he just dominates the board. For example, declare Han as an attacker (picking off a weenie), wait for you opponent to commit defenders, then yank Han out of combat and let your opponent's units swing at air. Now attack with Han again and grin malevolently. It will take plenty of practice and experience to use Lando to his full potential, but the possibilities with him are nearly endless.

Saboteur
Smugglers and Spies / Unit
2 Resources / 1 Force icon
2 White Blasters
Character.
Reaction: After this unit enters play, discard a target enhancement with printed cost 2 or lower.
1 Health

--Note that it CAN hit limited enhancements. Wave bye-bye to that Control Room. Boba's Mandalorian Armor ruining your day? Not anymore. Great utility character that makes a good target for your own Swindled.

Cloud City Casino

--It's a resource. Never sorry to see one of these in a pod.

Sabotage
Smugglers and Spies / Event
2 Resources / 1 Force Icon
Reaction: After an objective is destroyed during an engagement, destroy all units participating in that engagement.

--Can lead to a complete blowout in certain situations. If you can sit on one of these against an aggressive Navy deck, you can often trade two resources and a card for a couple Star Destroyers/AT-STs. That's CRAZY. Against more passive DS decks, though, it loses a bit of its luster. Still a very good card, and one that can be backbreaking from time to time. Do note that you'll be down a resource (or two) after your objective is destroyed, so actually having the funds to play this card will require a bit of planning.

Target of Opportunity


--Same good card it has always been.

Overall
: To me, this pod is in a dead heat with Asteroid Sanctuary for the title of best LS set in the box (and, really, best pod overall). The objective is amazing, and all of the cards in the set are somewhere between good and incredible. Lando just controls games once you figure out how to use him effectively. The set can't be splashed, but I guess you can't have it all. I don't see any reason not to use this if your deck has a yellow affiliation card.

Asteroid Sanctuary

Smugglers and Spies
5 Damage Capacity / 1 Resource
Anoat
Reaction: After you win an edge battle, draw 1 card.

--This effect probably isn't quite as powerful as the one on Trust Me, but it's still quite good. Repeatable card draw has always been a good thing in every card game ever, and it's no different in SW. Note that you DO technically win the edge battle if you make an unopposed attack, so those will net you cards. Between this and Renegade Squadron Mobilization, you may have several reaction triggers to keep track of (and they are very, very easy to overlook). If you are on the ball and don't forget about those triggers, this can generate some serious card advantage.

Millennium Falcon

Smugglers and Spies / Unit
5 Resources / 3 Force Icons
2 Black Blasters, 2 Black Blast, 1 White Blaster
Vehicle. Transport.
Edge (1)
Action: Return this unit to your hand to put a character or droid unit into play from your hand.
3 Health

--Fantastic unit. It helps win edge battles, it has a terrific icon spread, and you can pull off all kinds of shenanigans with that effect. Attack with the Falcon, swap it for a Cloud City Operative in your hand, pull a focus token off your Han or Chewie, and go to town. Like Lando, you really just have to play around with this to figure out how best to abuse it. In the meantime, it's nearly impossible to kill the Falcon or focus it to death (since it can just bounce out of play during any action window). I really wish it had just one tactics icon, but now I'm just trying to have my cake and eat it, too.

Cloud City Operative

Smugglers and Spies / Unit
2 Resources / 1 Force icon
1 Black Blaster, 1 White Tactic
Character. Rogue.
Reaction: After this unit enters play, move 1 focus token from a target unit to another target unit with printed cost 2 or lower.
2 Health

--See review above.

Cloud City Guest Quarters

Neutral / Enhance
2 Resources / 2 Force Icons
Provides 2 resources
Cloud City. Location.
Enhance your play area.
Limited

--A 2-resource enhancement for SaS that can help you crank out your big guns just that much faster. Note that, unlike most resource providers, this also has TWO Force icons. Believe me when I say that is actually quite relevant in many situations.

Bamboozle
Smugglers and Spies / Event
2 Resources / 1 Force Icon
Action: Move 1 focus token from a target character unit to another target character unit.

--Yeah, I think I'll just pull that last focus token off my Han AND toss it onto Palpatine in the process. Or, during an engagement, I think I'll strike again AND neutralize one of your defenders. It only works against characters, but there's usually at least a weenie Duty Officer that you can target. This card is a nightmare for Sith decks, and it's generally good in pretty much any matchup.

Twist of Fate

--Because this pod was really short on good cards that can easily swing/control a game all by themselves

Overall: Like I said, this and Trust Me seem like impossibly good sets for the LS. I'd probably give the slight edge to Asteroid Sanctuary, if for no other reason than the fact that it isn't limited to the SaS affiliation. Still, I expect to see both pods dominating the competitive scene for the foreseeable future.

The Defense of Cloud City
Smugglers and Spies
5 Damage Capacity / 2 Resource
Cloud City

--2 resources with no ability. Fine, but certainly not something you include for the objective alone.

Lobot
Smugglers and Spies / Unit
2 Resources / 2 Force Icons
1 White Tactic
Provides 1 Resource
Character. Cyborg.
While this unit is participating in an engagement, treat all combat icons on all participating units as if they are edge-enabled.
2 Health

--Talk about swingy effects. If you build a deck centered around this guy and include a bunch of edge battle control (maybe cards like Col Serra, the Falcon, and Hoth Operations), I feel like he could be really good. Total feast or famine card.

2x Cloud City Wing Guard
Smugglers and Spies / Unit
3 Resources / 1 Force icon
1 White Blaster, 1 White Blast
Character. Trooper.
This unit may strike in combat even if it is not participating in the engagement.
1 Health

--Not a huge fan. They're OK, but I think you can usually do more with three resources. They're also extremely fragile. The ability to strike while insulated from engagement fire is neat, but they don't do anything unless you win the edge and they don't do a whole lot even when you do amass more Force icons than your opponent.

Security Control Center

Neutral / Enhance
1 Resource / 1 Force icon
Cloud City. Location.
Enhance your play area.
Reaction: After a unit enters play, place 1 shield on that unit.

--This, on the other hand, seems like it has a lot of potential. Your strike force comes into play with a bit of protection, allowing you to punch through damage just that much easier. Terrific synergy with Preparation for Battle, and I think there may very well be a SaS/Rebel shielding deck that just tries to rush with this card and PfB.

Protection

--This is the new Fate card (first printed in the Hoth cycle) that places a shield on a target unit or objective. Note that the shield does NOT have to be placed on a participating unit of objective.

Overall: Pretty mediocre set, especially compared to the previous two. Not awful by any means, and Lobot is going to completely dictate the flow of certain games, but nothing overly impressive. That said, I'd keep an eye on this one just because Lobot's effect is potentially insane if the LS gets a few more options for controlling edge battles.

Across the Anoat Sector
Smugglers and Spies
5 Damage Capacity / 1 Resource
Anoat
Each Smuggler unit you control gains Black Blast while it is attacking alone.

--Another objective that supports solo attackers. I like this effect a little better than Raise the Stakes, just because it doesn't turn off if the objective gets plinked. I think I've made my feelings about the solo attack cards pretty clear, but I could very well be wrong about the entire suite.

2x Sleuth Scout
Smugglers and Spies / Unit
2 Resources / 1 Force Icon
1 Black Blaster, 1 White Blast
Vehicle. Transport
While this unit is attacking alone, enemy units with printed cost 3 or higher cannot be declared as defenders.
2 Health

--A miniature Blockade Runner. I think I like these a little better than the bigger ship with the same effect, just because they're a much less significant investment. Being forced to attack alone can be (though is not always) a pretty severe tactical constraint, so I'd be much more willing to take that kind of a chance with a 2-cost unit than a big Blockade Runner. Solid card.

Undercover Operative
Neutral / Unit
1 Resource / 1 Force Icon
1 White Blast
Character. Spy.
Lower the cost to play this unit to 0 if each enemy objective is exhausted.

--Meh. Cheap blast damage is always nice, and it'll often be free. Nice little card, but nothing to write home about.

Smuggler's Run
Smugglers and Spies / Event
1 Resource / 1 Force icon
Reaction: After an enemy objective is destroyed, take control of a target enemy enhancement that is not attached to another card.

--This could potentially produce a huge swing by diminishing your opponent's resource pool AND augmenting your own in the process. I'm kind of intrigued by the prospect of playing this pod along with some Saboteurs and just trying to go for an all-out resource choke strategy.

Over My Dead Body

Smugglers and Spies / Event
1 Resource / 1 Force Icon
Interrupt: When a unit in play executes an Action or Reaction ability, cancel that ability's effect.

--Either really, really good or completely useless. Great when you can play it to negate Bossk or Vader, less awesome in many other situations.

Overall: Another relatively underwhelming set. As I noted, the possibility of a resource denial/seizure deck is interesting, but I don't think any of the cards in the pod are very good (apart from Smuggler's Run). Certainly nothing approaching the level of the cards in Asteroid Sanctuary/Trust Me/Wookiee Life Debt.

Escape from Ord Mantell
Smugglers and Spies
5 Damage Capacity / 1 Resource
Ord Mantell
Reaction: After you play an event card, remove 1 damage from a target objective.

--Good with effects that require an objective to be undamaged (Raise the Stakes, Knowledge and Defense, etc.). Also works well with Questionable Contacts.

Mission Commander
Smugglers and Spies / Unit
2 Resources / 2 Force Icons
1 Black Blaster, 1 White Blast
Character. Smuggler. Spy
Reaction: After this unit is focused to strike as an attacker, damage it to rescue 1 card captured at the engaged objective. Then, draw 1 card.
2 Health

--Card draw is always good, but it's pretty situational card draw. Solid unit for a cost of 2, but doesn't really shine unless your opponent is utilizing a pretty specific strategy. Overall, I think it's pretty middle-of-the-road.

Covert Sniper
Neutral / Unit
2 Resources / 1 Force Icons
1 Black Tactics
Character. Marksman.
Reaction: After you refresh, deal 1 damage to a target unit committed to the force.
1 Health

--Huge fan of this card. It has a tactics icon that isn't edge-dependent AND it does free damage every turn. Best card in the pod by a country mile. Will get Choked a ton, but I think the utility it brings is generally worth that risk.

Short Range Hauler

Neutral / Unit
1 Resource / 1 Force Icon
1 Black Blaster
Vehicle. Transport.
1 Health

--It's a slightly better Rookie Pilot (because it can't be Choked). Pretty bad, but at least it's cheap.

Bring ‘Em On
Smugglers and Spies / Event
0 Resources / 2 Force Icons
Reaction: After you win an edge battle, a target participating unit gains [Black Blaster], [Black Blaster] until end of the phase.

--Nice little combat trick that can help you pick off enemy units unexpectedly. Does require you to win the edge...without using it for its two Force icons in the process.

Over My Dead Body
Smugglers and Spies / Event
1 Resource / 1 Force Icon
Interrupt: When a unit in play executes an Action or Reaction ability, cancel that abilities effect.

--See review above.

Overall: Probably my least favorite of the new SaS sets. The Sniper is awesome, but he's weighed down by a bunch of other pretty uninspiring cards. Feel free to tell me that I'm totally wrong and that this will be a competitive staple. I don't see it.

JEDI

Embers of Hope
Jedi
5 Damage Capacity / 1 Resource
Tatooine
While this objective is undamaged, your opponent cannot draw cards through card effects.

--Nice effect, particularly against Sith (Counsel, Dark Precognition, etc.). Another objective that loses all its utility when it takes damage, so have your Mosture Farmers and your Secrets of Yavin 4 handy.

2x Moisture Farmer
Neutral / Unit
0 Resources / 1 Force Icon
1 White Blaster
Character. Civilian.
Protect Tatooine
1 Health

--It's free and it has a Force icon, so it can occasionally steal the Balance of the Force for a turn. It can soak a damage to Embers of Hope. For 0, it's not half bad.

Makashi Training
Jedi / Enhance
1 Resource / 2 Force Icons
Skill. Lightsaber Form.
Enhance a Force User unit.
Enhanced unit gains Targeted Strike

--OK, this card SEEMS really, really good at first glance. Targeted Strike is probably the most powerful keyword in the game, so Targeted Strike on a stick seems awesome. However, it only enhances Force Users (basically Luke, Obi-Wan, and Yoda). Luke already has TS, and Obi-Wan only does a single unit damage. So, that essentially leaves Yoda, and it's awesome on Yoda. You can decide whether it's worth playing a card that is really only good in conjunction with one other specific card.

Force Precognition
Jedi / Enhance
1 Resource / 2 Force Icons
Force. Sense
Enhance a Force User unit.
While enhanced unit is participating in an engagement, your opponent must place the first card of his edge stack face-up.

--Obi-Wan on a stick! Same restrictions apply as with Makashi Training, but I think this effect is a lot worse. It's a fine enhancement to slap on Luke or Yoda, though.

Secret Guardian

Jedi / Event
1 Resource / 2 Force Icons
Action: Put a Character unit into play from your hand. At the end of the phase, if that unit is still in play, return it to your hand.

--Easily my favorite card in the pod. All kinds of potential for tricky shenanigans, either by dropping a large Jedi into play out of nowhere or by abusing "When this unit enters play" effects (like Cloud City Operative).

Overall: I think this set is pretty bad. Neither enhancement really wows me (although Makashi Training will get exponentially better once we get a few more beefy Force Users), and the Moisture Farmers are more "golf clap" units than "stand on the rooftop and yell exultantly" units. Secret Guardian salvages the set a bit, though.

REBEL ALLIANCE

Alderaan’s Promise
Alliance
6 Damage Capacity / 2 Resources
Alderaan
Limit 1 per objective deck.
Force Interrupted: When this objective is destroyed, increase the Death Star dial by 1.

--Yuck. No positive effect, and it helps my opponent win faster. Easier to splash than Mobilize the Squadrons, but otherwise it pales in comparison to that objective (although, to be fair, so do most objectives that provide two resources). I guess what I'm trying to say is this: the cards in the set had better be pretty darn good for me to play this objective.

Bail Organa
Alliance / Unit
3 Resources / 3 Force Icons
Black Tactics
Provides 1 resource
Character. Leader.
While an Alderaan objective is in play, this unit gains Black Tactics.
Forced Reaction: After the Alderaan’s Promise objective is destroyed, sacrifice this unit.
3 Health

--At best, he's a 3-cost resource provider with two black tactics icons. That's very good. However, he'll usually only have one icon, which is quite a bit less good. Will get much better if FFG ever prints more Alderaan objectives.

Tantive IV
Alliance / Unit
5 Resources / 1 Force Icon
1 Black blast, 2 White Blast
Vehicle. Capital Ship.
Reaction: After this unit enters play, search the top 5 cards of your deck for a unique unit, reveal it, and add it to your hand. Shuffle the remaining cards back into your deck.
3 Health

--The limited deck search is nice, but I'd like way more than this for a cost of 5. At least give me three black blast icons or two black and a white. Not a fan.

Alderaanian Artist
Neutral / Unit
0 Resources / 3 Force Icons
Character. Civilian.
Forced Reaction: After the Alderaan’s Promise is destroyed, sacrifice this unit.
2 Health

--GREAT way for the LS player to control the Force efficiently. Best card in the set, although that isn't really saying much. It does one thing and one thing only, but it does that thing quite well. Problem is, you can only ever have one of these ladies in your deck, so good luck drawing her with any consistency.

Diplomatic Presence

Alliance / Enhance
1 Resource / 1 Force Icon
Diplomacy.
Enhance an objective you control.
Enhanced objective cannot be engaged unless each other objective you control has been engaged this phase.

--Provides limited protection, especially for those objectives that you want to keep undamaged. I don't think it'll be particularly relevant unless you build around it...and why would you build around a single copy of any card in your deck?

Misdirection
Alliance / Event
0 Resources / 1 Force Icon
Action: Move 1 damage from an objective you control to another objective you control.

--Decent little trick to negate an opponent's attack and/or to keep damage off particular objectives.

Overall: Might be the worst set in the box. None of the cards are all that great; the Artist is nice, but it's not going to have a huge impact on the board. Add to that the fact that Bail and the Artist both blow up if the objective gets destroyed AND the fact that the objective helps your opponent win faster...I would run screaming from this set. Bail does have a bit of potential as an efficient source of tactics icons should more Alderaan sets be added to the game.

NEUTRAL

To Arms!
Neutral
5 Damage Capacity / 1 Resource
Yavin 4
Reduce the cost of the first weapon enhancement you play each turn by 2.

--The effect probably won't come into play more than once or twice in a given game, but it's a nice discount. If you include this objective in a deck, you probably won't want to start the game with it in play (at least over other objectives with better effects).

2x Sullustan Weapon Tech
Neutral / Unit
2 Resources / 1 Force Icon
1 Black Blaster
Character. Engineer.
Reaction: After you play a Weapon enhancement, draw 1 card.
2 Health

--As with the objective, you probably won't trigger its effect very often because there just aren't that many LS Weapon enhancements (Jedi Lightsaber, Proximity Mine, and the two in this pod). Not overly impressive.

* Han’s Heavy Blaster Pistol
Neutral / Enhance
1 Resource / 2 Force Icons
Weapon.
Enhance a Character unit.
Enhanced unit gains [Black Blaster] [Black Blast]
If enhanced unit is Han Solo, he also gains Edge (1).

--Turns Han into even more of a monster. Targeted Strike with three unit damage AND the ability to tilt edge battles in your favor. Very powerful, but you really have to have a specific character in play for it to reach its full potential.

* Chewbacca’s Bowcaster
Neutral / Enhance
2 Resources / 3 Force Icons
Weapon.
Enhance a Character unit.
Enhanced unit gains {Black Blaster] [Black Blast]
If enhanced unit is Chewbacca, he also may strike during combat even if he is not participating in the engagement.

--Turns Chewie into even more of a beast, although it seems to work against his reaction effect (since you often want him IN engagements taking damage and shredding guys).

Hidden Cache
Neutral / Event
1 Resource / 2 Force Icons
Action: Search your deck for 1 Weapon enhancement, reveal it, and add it to your hand. Shuffle your deck.

--Terrific search event that makes it much easier to have the right gun as soon as you have the corresponding character. I think this card elevates the set from "middling" to "pretty decent as long as you're also using Han and Chewie."

Overall: This is a very difficult set to assess. The guns are very good and the search effect is excellent, but it really dictates most of your other deck choices. So, I think it's pretty solid, but only in a very limited range of archetypes.

Opening Moves
Neutral
5 Damage Capacity / 1 Resource
Yavin 4
The first engagement your opponent declares during his conflict phase must be declared against a Yavin 4 objective, if able.

--Could be fun with The Secret of Yavin 4. That's pretty much all I got.

2x Massassi Temple Lookout
Neutral / Unit
1 Resource / 1 Force Icon
1 Black Blaster
Character. Trooper.
During the first engagement declared each phase, this unit gains shielding.
1 Health

--Shielding for a cost of 1? I'll take it. Pretty relevant for the LS, because Preparation for Battle exists and cheap shielding effects are very useful. One of the better 1-cost LS weenies printed thus far.

Proximity Mine
Neutral / Enhance
2 Resources / 3 Force icons
Weapon.
Enhance your play area.
Action: Sacrifice this enhancement to deal 2 damage to each attacking enemy unit.

--Great against troopers/walkers, not so great against Star Destroyers, probably pretty useless vs. Sith. Obviously, this card would be crazy good as a DS enhancement. As is, I think it's only OK. Having a bevy of Force icons is a nice plus, though, so it can come in handy even when you aren't facing down a swarm of weenies.

Ion Cannon Barrage
Neutral / Event
0 Resources / 1 Force Icon
Action: Remove all shields from play.

--Situationally very good, but I feel like a deck using this objective set will WANT lots of shields on the board in order to take advantage of Prep for Battle. Still, this event is free and can potentially clear away a whole mess of inconvenient DS shield tokens.

Protection

--See review above.

Overall: I really like the Lookouts, and I'm pretty lukewarm about everything else. Proximity Mine is a card that looks like it should and could be really good, but I think it will be somewhat underwhelming in actual play.

------------------------------------------

Concluding thoughts: Smugglers got some really awesome new toys. Trust Me and Asteroid Sanctuary instantly become two of (if not the best two) LS sets in the game. Wookiee Life Debt is a notch below those two, but it's also outstanding in its own right. Most of the other LS sets are pretty middling, although a couple (e.g. The Defense of Cloud City) contain cards with particularly interesting/powerful effects that warrant more attention. With this box, SaS fully emerges as the "thinking man's" LS faction of choice; playing Smugglers will require careful attention to lots of moving parts and the ability to make clever use of effects like those on Lando and the Falcon. However, those players who CAN manage to keep their ducks in a row will reap TREMENDOUS rewards, as one can now construct a Smugglers deck with effective counters to essentially every DS strategy. A great boost for what was, to me, already the most fun LS faction.
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Michael Knauss
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Winter Garden
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Great review, I feel the same as you do about many cards. Can't wait to see what you have to say about the DS Assassin Droid.
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John Steinbach
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Forest Grove
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Horrid Beast wrote:
Well done! Now what are your thoughts on the DS pods in this set? I am very interested to see how the Scum has been beefed up!

Working on that right now. Should be up later tonight. I don't think SaV got any game-breakingly awesome pods on par with Asteroid Sanctuary/Trust Me, but they did get several very solid sets. I think it's now definitely possible to construct a very competitive mono-Scum deck centered around Lucrative Contracts. I'll try to touch on that in the DS pod review.
 
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Paul Glickman
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One random aside - Jedi in Hiding goes very well with Makashi training. A bit worse if you're not running Guardians of Peace because of the single hit point, but a 2(+1) cost two damage targetted strike character sounds pretty awesome.
 
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John Steinbach
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Paul G wrote:
One random aside - Jedi in Hiding goes very well with Makashi training. A bit worse if you're not running Guardians of Peace because of the single hit point, but a 2(+1) cost two damage targetted strike character sounds pretty awesome.

Yeah, that's another decent use for Makashi. I'm just a little skittish about tossing attachments on such a fragile unit.
 
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Michael Schwarz
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Starhawk77 wrote:


Makashi Training
Jedi / Enhance
1 Resource / 2 Force Icons
Skill. Lightsaber Form.
Enhance a Force User unit.
Enhanced unit gains Targeted Strike

--OK, this card SEEMS really, really good at first glance. Targeted Strike is probably the most powerful keyword in the game, so Targeted Strike on a stick seems awesome. However, it only enhances Force Users (basically Luke, Obi-Wan, and Yoda). Luke already has TS, and Obi-Wan only does a single unit damage. So, that essentially leaves Yoda, and it's awesome on Yoda. You can decide whether it's worth playing a card that is really only good in conjunction with one other specific card.


I'm pretty sure the only other legal target right now for this is Jedi in Hiding, which is also pretty underwhelming. "Whoo, a targeted strike character your opponent can Force Choke. :|"

EDIT: and, ninjaed... this is what I get for getting lured away from my keyboard in the middle of a post. :\
 
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Starhawk77 wrote:
Paul G wrote:
One random aside - Jedi in Hiding goes very well with Makashi training. A bit worse if you're not running Guardians of Peace because of the single hit point, but a 2(+1) cost two damage targetted strike character sounds pretty awesome.

Yeah, that's another decent use for Makashi. I'm just a little skittish about tossing attachments on such a fragile unit.


And the Daughters of Allya, and the Gotal Outcast, each of which has 2 health. Makashi Training's pod is not nearly as useless as you might think.
 
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Joseph Crockett
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precog might work on those; Makashi gives targeted strike, which isn't going to help Allya or Gotal as neither have blaster damage IIRC
 
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Vertayk wrote:
precog might work on those; Makashi gives targeted strike, which isn't going to help Allya or Gotal as neither have blaster damage IIRC


They can if they are holding a weapon / light saber.

;-)
 
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Jon Day
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3 card combo now? gulp Thats asking for trouble / detained / force lightning.
 
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Paul Glickman
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In my extremely limited experience, one unit damage is far inferior to two with targeted strike especially.
 
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jond wrote:
3 card combo now? gulp Thats asking for trouble / detained / force lightning.


Well obviously. But isn't that a lot of the times what Jedi are all about, enhancements, protectors, counters, tricks. Sure, Yoda would be the prime candidate for either of these two enhancements (especially since he gets buffed by them). I am only saying that these enhancements are not limited to just the top 3 dudes.

Oh and Yoda can easily be force lightning'd just when he finally gets going, too.
 
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Paul Glickman
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Giving targeted strike to someone without unit damage is pretty bad though. I'm not a huge fan of the new Jedi pod.
 
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Agreed. It might take a bit of work to get them the unit damage. But with things like Echo Caverns and other forms of damage icon manipulation, a sneaky targeted strike from the enhanced, seemingly useless Force User might be something that slips by undetected until it is too late. Or if the opponent DOES see it coming, it gives him more things to think about before committing an attack force.
 
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Brian Jones
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Thanks for the great review of this set, I just got my copy today and am looking forward to making new decks.

I might be inclined to disagree with your view of Across the Anoat Sector...I'm thinking there is going to be a way to make a very fast and nasty Smugglers deck with a splash of Rebels mixed in using two copies of this, two of Raise the Stakes, and some other shit I've not thought of yet. I'm going to go to work on it

I'm thinking it will be the type of deck that either wins early or not at all...
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And you're spot on when it comes to Ord Mantell - the pod just has too many poor cards to get played often. A shame about Covert Sniper, because he is incredibly useful, but hard to play a pod for this one card.
 
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bclayj wrote:
Thanks for the great review of this set, I just got my copy today and am looking forward to making new decks.

I might be inclined to disagree with your view of Across the Anoat Sector...I'm thinking there is going to be a way to make a very fast and nasty Smugglers deck with a splash of Rebels mixed in using two copies of this, two of Raise the Stakes, and some other shit I've not thought of yet. I'm going to go to work on it

I'm thinking it will be the type of deck that either wins early or not at all...


Just so you know, this works.
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hundreds wrote:
bclayj wrote:
Thanks for the great review of this set, I just got my copy today and am looking forward to making new decks.

I might be inclined to disagree with your view of Across the Anoat Sector...I'm thinking there is going to be a way to make a very fast and nasty Smugglers deck with a splash of Rebels mixed in using two copies of this, two of Raise the Stakes, and some other shit I've not thought of yet. I'm going to go to work on it

I'm thinking it will be the type of deck that either wins early or not at all...


Just so you know, this works.

Not only does it work, it completely changes the way the DS will have to think about deckbuilding. If you don't bring a good number of chuds with < 3 cost in your DS deck, this archetype is going to ream you.
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AdmiralACF wrote:
hundreds wrote:
bclayj wrote:
Thanks for the great review of this set, I just got my copy today and am looking forward to making new decks.

I might be inclined to disagree with your view of Across the Anoat Sector...I'm thinking there is going to be a way to make a very fast and nasty Smugglers deck with a splash of Rebels mixed in using two copies of this, two of Raise the Stakes, and some other shit I've not thought of yet. I'm going to go to work on it

I'm thinking it will be the type of deck that either wins early or not at all...


Just so you know, this works.

Not only does it work, it completely changes the way the DS will have to think about deckbuilding. If you don't bring a good number of chuds with < 3 cost in your DS deck, this archetype is going to ream you.


Yeah, I built a deck with it yesterday and it kills - mix in a few of the cards from smugglers that let you bounce a 2 or less cost back into DS players hand, and this is a nightmare for DS decks. I'm not even sure yet if I want to splash rebels in, but its nice to have the resources from those 2 resource rebel objectives and Rebel Assault.

These new cards certainly speed the game up, maybe too much. I'm thinking that many new LS decks won't give a rats ass about the force struggle, they will just go straight for the kill.
 
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bclayj wrote:
AdmiralACF wrote:
hundreds wrote:
bclayj wrote:
Thanks for the great review of this set, I just got my copy today and am looking forward to making new decks.

I might be inclined to disagree with your view of Across the Anoat Sector...I'm thinking there is going to be a way to make a very fast and nasty Smugglers deck with a splash of Rebels mixed in using two copies of this, two of Raise the Stakes, and some other shit I've not thought of yet. I'm going to go to work on it

I'm thinking it will be the type of deck that either wins early or not at all...


Just so you know, this works.

Not only does it work, it completely changes the way the DS will have to think about deckbuilding. If you don't bring a good number of chuds with < 3 cost in your DS deck, this archetype is going to ream you.


Yeah, I built a deck with it yesterday and it kills - mix in a few of the cards from smugglers that let you bounce a 2 or less cost back into DS players hand, and this is a nightmare for DS decks. I'm not even sure yet if I want to splash rebels in, but its nice to have the resources from those 2 resource rebel objectives and Rebel Assault.

These new cards certainly speed the game up, maybe too much. I'm thinking that many new LS decks won't give a rats ass about the force struggle, they will just go straight for the kill.


And then they add in a couple more Protectors for the Dark Side and we will be back to getting our butts handed to us by the DS.
 
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So I've put together two SandS heavy decks now that I have two copies of Edge of Darkness. Both are full of tricks and very solid, but I'm still working on just the right mix. Here they are:

Solo and Friends - SandS affiliation

2x Questionable Contacts
2x Trust Me
2x Asteroid Sanctuary
2x Wookie Life Debt
1x Renegade Squadron Mobilization
1x The Defense of Cloud City

The deck has a ton of tricks: removing, redirecting and replacing both damage and focus icons, event cancellation, Twists of Fate etc. I was worried about resources, which is why I have the single copy of Cloud City in there instead of another Renegade Squadron...still not sure about it, I hate those Cloud City Wing Guards. This deck is fun, and generally doesn't care much about the Force Struggle, which I like.

Vehicular Homicide - Rebel Alliance Affiliation

2x Raise the Stakes
2x Across the Anoat Sector
2x Asteroid Sanctuary
2x Draw Their Fire
1x Defense of Yavin 4
1x Mobilize the Squadrons

I'm still unsure about this build, I usually like a 7/3 split for 2 faction decks, but I love the way the Falcon and Ackbar can work together to tap out and kill the board. Lots of quick damage here, but I'm sure there is a better way to build this deck type.



 
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Tony Fanchi
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bclayj wrote:
Vehicular Homicide - Rebel Alliance Affiliation

2x Raise the Stakes
2x Across the Anoat Sector
2x Asteroid Sanctuary
2x Draw Their Fire
1x Defense of Yavin 4
1x Mobilize the Squadrons

I'm still unsure about this build, I usually like a 7/3 split for 2 faction decks, but I love the way the Falcon and Ackbar can work together to tap out and kill the board. Lots of quick damage here, but I'm sure there is a better way to build this deck type.

Run all 4 Rebel Assaults (2 Mob. Squad. + 2 DoY4) and all 4 Swindleds (2 Raise and 2 Questionable Contacts) with 2x Anoat and this deck becomes very hard to stop for all but a deck specifically teched against it. I'm currently running it with Renegade Squadron Mobilization in place of QC since that's in another deck and that's working pretty well, too. I'm liking Renegade because you can trigger the objective a lot with all the bouncing of enemy units from play, plus Echo Caverns is just awesome in any deck.
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Grant Wilkins
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I've had great success with this deck so far:

Jedi Affiliation

A Hero's Journey x2
Questionable Contacts x2
Wookie Life Debt x2
Asteroid Sanctuary x2
Renegade Squadron Mobilization x1
To Arms! x1

It's loaded with resources, heavy hitters and some neat spot removal cards, Swindled, Bamboozle and Let the Wookie Win. I've debated taking out To Arms for a second copy of Renegade Squadron Mobilization or possibly Hit and Run. Having Han and/or Chewie with their weapon is pretty sweet though.
 
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John Steinbach
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AdmiralACF wrote:
bclayj wrote:
Vehicular Homicide - Rebel Alliance Affiliation

2x Raise the Stakes
2x Across the Anoat Sector
2x Asteroid Sanctuary
2x Draw Their Fire
1x Defense of Yavin 4
1x Mobilize the Squadrons

I'm still unsure about this build, I usually like a 7/3 split for 2 faction decks, but I love the way the Falcon and Ackbar can work together to tap out and kill the board. Lots of quick damage here, but I'm sure there is a better way to build this deck type.

Run all 4 Rebel Assaults (2 Mob. Squad. + 2 DoY4) and all 4 Swindleds (2 Raise and 2 Questionable Contacts) with 2x Anoat and this deck becomes very hard to stop for all but a deck specifically teched against it. I'm currently running it with Renegade Squadron Mobilization in place of QC since that's in another deck and that's working pretty well, too. I'm liking Renegade because you can trigger the objective a lot with all the bouncing of enemy units from play, plus Echo Caverns is just awesome in any deck.

Yeah, I've been running a version of the build you mentioned (Mobilize, DoY, Anoat, Raise the Stakes). I'm currently rolling with Last Defense of Hoth to round out the list, since the Renegade Squadron X-Wings are basically Swindled on sticks. Col Serra is no Han, but Don't Get Cocky works surprisingly well with all of the removal/bounce effects (easy to just drop two Force icons into an unopposed attack). It's a very fun and very competitive deck that can really put the DS player on tilt.

In retrospect, I definitely underestimated how well the Anoat/RtS cards would work in conjunction with effects like Swindled/Rebel Assault. The individual pods themselves may not be brimming with top-to-bottom awesomeness like Asteroid Sanctuary and Trust Me, but they help make a deck that is truly more than the sum of its parts. I just wasn't able to see the full picture when I was looking at each set in isolation.
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Jason Emme
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Does Security Control Center affect Dark side units in the same way? The wording makes me think it does since it doesn't state "your" (Light side) units.
 
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