Category Archives: Star Wars LCG

Promotions Abound: X-Wing, Conquest, Star Wars LCG

There is nothing better than getting sweet perks for doing things that you want to do anyway! We have a few special, exclusive promotional tokens going out to Conquest subscribers, Star Wars LCG subscribers, and X-Wing Wave 8 buyers. Each purchase directly funds the content that we produce, so the token is just icing on the cake!


This Bounty Cloak token was inspired by the first Scum ship with access to Cloak, the Mist Hunter! The original Cloak token, with its clean, “professional” lines did not seem appropriate for something from the arsenal of Star Wars’ oft-illicit bounty hunters.

We filled the interior of the token with a design inspired by a few of the classic bounty hunter ships and a much wavier, “aftermarket” cloak transition to drive home the underground technology found in the outer reaches. Likewise, the design of the outside sensors became more complex and jagged, and the outside cut of the token lost its smooth, circular bumps in favor of a less “perfect” shape.

One Bounty Cloak token is included in all orders containing $100 of Wave 8 ships, which is right at one of each, so head over to the store and make the most of this incredible new X-Wing wave! If you need more information, check the video or contact us directly!


Our Primal Damage token slots perfectly into the Force Token line and celebrates the upcoming journey through the Endor Cycle! Featuring unique, in-house art engraved on Cherry wood, it is the most organic Force Token ever created!

We are sending one Primal Damage token with every pack going out to Star Wars LCG Subscribers during the Endor Cycle! Every subscriber will have six Endor-inspired tokens to enjoy by the end of the cycle, so subscribe today or watch the Primal Damage Token video if you need more convincing!


Finally, the Shrine Resource Token. Conquest is headed to one of the classic shrine worlds, and the theme was too incredible to ignore. We completely re-imagined the 1-resource token from our War Token line and converted it to a style fitting the religious overtones of Planetfall. You can imagine this token being exchanged among the myriad of devotional institutions found on a place like Sacaellum, or scattered throughout the coffers of those who have laid siege to it!

We are sending one Shrine Resource token with every pack headed to Conquest LCG Subscribers during the Planetfall Cycle! A set of six awaits anyone subscribed during the entire cycle, so learn more about Covenant Subscriptions or watch the Shrine Token video for more information!

Stay locked for more promotions, previews, and videos as we travel to Worlds and move into the holiday season! Huge thanks, as always, to each of you. If you ever need to get in touch, drop us a line at


The Emperor’s Legion | Star Wars LCG Preview

If you are a Star Wars LCG player (like myself), it would seem Christmas is coming early!!! The latest deluxe, Imperial Entanglements, recently released and caused a huge shift in the meta, and today, we are previewing an objective set from Solo’s Command, the first pack in the Endor Cycle! Which usually means it is coming soon!

Before diving into the preview, I want to mention a sweet little promotion we started for Star Wars LCG subscribers. We are shipping a Primal Damage Token for free with every pack of the Endor Cycle! All you have to do is sign up for a Star Wars LCG subscription and you will automatically receive Force Packs as they release along with the Primal Damage Tokens. We highly recommend singing and dancing to the song from the end of Return of the Jedi each time you receive one of these shipments!

Without further ado, the preview!

Let me tell you, this isn’t your father’s objective! A 3/1? This. Is. Insane?!?!? Endor trait-ed… that could be exciting. Ah, it gains a health for each Trooper. Wait. What?

My first thought, of course, is how many Troopers can I get on the board? Five? Eight? Twelve? These are real numbers. I have recently been experimenting with Troopers and without knowing any of the other cards in this set, I am certainly intrigued by this. It is exploring design space and there are always a ton of Troopers on the board in a Trooper deck.

Attacking this objective is risky. Do you want to put three or four damage on it, only to have an opponent play more Troopers? It makes it a very unattractive target.

Once you get past the shock of an objective having unlimited health, you’ll realize that while the ability is awesome, it isn’t doing much else for you. Most of the time you can only expect to have one of these in play and if that is the case, this objective is probably just not getting attacked. There are merits to that, but since it isn’t contributing an ability…does it really matter that it is safe?

I’ll have to see the rest of the cards before I say I like this or not, but in a Trooper deck the objective looks to be a tough one to take off of the board!

Renz is doing everything you want him to do. He’s an officer, so he fits into a lot of the new decks. He has solid stats and icons. He gives all your Troopers a health (by the way, that’s pretty good) and he even lets you go get a bunch of Troopers when he comes into play. He seems to fit extremely well into the latest Imperial archetypes, so what isn’t to love?

Something feels… off. Like I’m walking into a trap. Maybe I’ve just been spoiled by the recently released Tarkin objective set to think sets needs to just be insanely incredible on their own to be good. Maybe I just won’t believe Troopers are the real deal until they crush me in a tournament…

That said, he’s great. We’ll see if the rest of the cards can take this objective over the edge.

We’re getting two of these troopers. They have solid stats, but more importantly they come into play during an engagement. Imperial decks, and in particular Troopers, tend to be very unsurprising. They have a lot of units and resources, meaning they can play their entire hand almost every turn. Unfortunately, surprises are the wrinkles in the game that create major advantages and ultimately are the moments that win games. This has been a key issue for the Troopers of the past.

So, that means I am a big fan of this unit! Not only does it have synergy with the objective (surprise health for an objective by adding to the Trooper count), it can also provide you enough damage to kill an enemy unit or objective that they weren’t expecting.

Mmm… Before I say anything about this new edge card, I have to mention the art. This is fantastic. The ability to register emotion in the face of Vader always leaves an impression on me. You can feel the conflict within him, as he look at his son and holds his newly made Lightsaber.

So, we have a three edge icon Fate Card. That’s a great start! Particularly for Troopers, who only really see high edge icons on their important characters. As I was mentioning earlier, Troopers lack the ability to tactically surprise opponents. Surprising opponents wins games. This is quite the surprise.

It is no surprise that Troopers tend to have a lot of unit damage. When they attack, you really don’t want to block unless you need to. Troopers are lethal! As such, I can easily see this card being immensely useful across the board for Imperials and especially useful with Troopers.

Prepared Ambush is among the first of a brand new card type, Mission Cards. These are objective-style cards that go into your deck. On your turn, you can deploy these into play on your opponent’s side of the board. They act functionally as an objective that your opponent has in play and so far, offer no resources and some beneficial ability to use if you destroy the objective. This is very cool design space and something I am very happy to see being added to the game.

Now, let’s talk about Prepared Ambush itself! This card is good. Like, real good. The ability to search your deck or discard pile for any Trooper or Officer and put it into play is fantastic. Again, surprises. When all the units are on the board, it is possible and often times even easy to do the math. When your opponent could potentially play anything in their deck, that becomes hard to play around.

There are some really great options on the Imperial Side and you can choose any of them… Bizarre, really. It also offers two Force Icons to boot, so I am a fan all around!

One way or another, Troopers are going to become a real threat. I certainly do not expect that we are going to stop getting support for them either. With Imperial Entanglements, Troopers are better than ever. Does this take them over the edge? If you were building a deck with at least one of these objective sets in it, what else would you include?

Until next time, may the Force be with you! And don’t forget to sign up for a Covenant Subscription to get those wild Primal Damage Tokens!

Behind the Black Sun

The Star Wars LCG continues to get more diverse and with the impending conclusion of the Rogue Squadron Cycle and release of Imperial Entanglements, it is about to get even crazier! In this preview for the Jump to Lightspeed Force Pack, we take a look Behind the Black Sun!

A 5/1 with a seemingly useful reaction and potentially interesting trait (I am looking at you, Coruscant…), this objective is not jumping out at me. Of course, the art is INCREDIBLE, but with only the objective known it is hard to reach any conclusions just yet.

I am curious to see if we will have reasons to give the additional Force icons to not just friendly cards, but maybe even opponents’ edge cards…

Once it was confirmed that we were getting Prince Xixor, I knew it was only a matter of time before we got his trusted right hand, Guri. A replica droid programmed to kill, the flavor here is immense. She also happens to be great!

I am never disappointed when I can put units into play for free! Guri is an okay three cost character, having two health, two black unit damage, two Force icons, and several good traits. Her Reaction, making her free and allowing you to strike first, is what takes her from ‘meh’ to ‘whaaaat?!?’. Of course, using it to have her strike first is cool, but it gets even crazier if you blocked with a unit that has black tactics icons! Remember, you do not have to strike first with Guri!

The card synergizes perfectly with the objective itself, giving us a good reason to grant additional Force icons to both sides. Guri is a strong character.

Now this card is something! One cost, one health, and one edge-enabled icon… At first it might seem like a beautifully pictured filler unit, that is until you realize it has Targeted Strike! Fortunately, Darth Vader has not crossed over to the Light Side, otherwise I would not be very keen on this card. The reality is that as a Dark Side card, this unit is great.

Of course, if you can increase the damage on the unit it gets even better, but I doubt I will be thinking about that foremost when building a deck as there is only one of these units in the set. Of course, imagine if there were cards in the objective set that added unit damage? That kind of a card would seem to work really well with both Guri and the Freelance Assassin.

Hmm…. I wonder…

I mean, come on right?

It can enter play free, which is never a bad option. It synergies extremely well with Guri, allowing her to drop in and attack first for three unit damage if you lose an edge battle. Three damage is important, because it means she can handle some of the most important units, like the Millennium Falcon, Obi-Wan Kenobi, Yoda, and Luke Skywalker.

As a one-cost Enhancement, it also functions really well with the Freelance Assassin by giving a cheap option to make that Targeted Strike consistent and appealing.

This card… GEEEEEEZ!!!

It is pure gold! For two, being able to return a unit to hand after losing an edge battle is just insanity. This is going to win games and a lot of them. I could spend hours on this, but the reality is that it is just really good. Period. End. Of. Sentence.


Not an insane card include here, but one that really fits with the overall use of the set (damage). I will always take more Heat of Battle!


This set is super versatile! It is great on its own, but it also synergizes with several other decks. This can slot into a Black Sun deck (of course), Imperial decks (consider it with Imperial Entanglements the objective), and also mono Scum builds. Overall the set is really good, but only lacking for objective damage.

This game continues to get more and more exciting, and with the Imperial Entanglements Expansion out soon, it is only going to continue to get more insane!

What do you think of this objective set?

If you have not already, I highly recommend checking out Covenant Subscriptions. You can sign up to automatically receive packs and expansions for you favorite games! It also lets us continue doing all the things we do, including writing these previews.

Until next time, may the Force be with you!


Star Wars LCG Preview: Imperial Entanglements

I was in the first row of a crowded room at a crowded convention. The entire weekend was surreal. The Episode VII trailer was insane (Chewie, we’re home). The costumes were crazy. All the vendors. Everything. Star Wars. Nothing. But. Star Wars.

Star Wars fans from around the world gathered this past April in Anaheim, California for Star Wars Celebration and FFG was hosting a panel to talk about Star Wars tabletop games. There I sit.

11263077_10204010848018405_7571726508925556341_oFar and away, I have spent more time in the Star Wars universe via tabletop games than anything else. Probably more than everything else combined. And while most of the weekend I was not even thinking about tabletop games, here I was, back in the Star Wars tabletop gaming space of my brain.

I watched as FFG revealed how the Tantive was manufactured, showing the insane and precise lengths that went into making that ship. The presentation whirred by and then… it was time for some exclusive previews!

They started with X-Wing and announced the seventh wave of the game. Hound’s Tooth? Come on now! Then, I remember the slide for Imperial Entanglements appearing and I could not wait to hear what affiliations would be featured. Imperial and Smuggler. I was surprised…

Sure, Imperial needed the help as much as the next affiliation, but Smugglers?

Maybe I was still recovering from the Dash of Freeholders or the days of just losing games to Han Solo, but why would they not make it Imperials and Rebels? Smugglers are at least dece, right? Sure, they are no Jedi but let us be real, who is? The Rebels are the real affiliation that needs help.

It is funny, though. One second I am deeply impressed with the details behind how the Tantive was put together and the very next I am questioning whether they chose the right factions for the next card game box… surely the same company that built the Tantive put just as much thought into what cards to release next.

Of course, looking back it is quite obvious that the right decision was made. Rebels have ascended to something beyond usable (and in my opinion, have a deck even stronger than the Jedi) and lo and behold, the Dark Side faction that needs a boost? Imperials.

Needless to say, GenCon is THIS WEEK and Imperial Entanglements is nigh! Today, we dive into an exclusive preview from the box, the Imperial Entanglements objective set itself!


How great does that art look? The Raider (a small Star Destroyer conceived by FFG) is making the rounds in their various games, so color me intrigued!

It took me a few reads before I realized that this objective is for EACH engagement and works while attacking and defending. That is a lot of extra damage! It also works for all of your units, so that is purtty good!

Let us continue our journey into the Outer Rim so we can make an assessment of this objective set.


This is significant. Like, seriously significant.

For starters, we have a three cost unit that can jump into any engagement (as a defender), if you lose the edge battle. Fortunately for the Raider, all of its icons are black. Be mindful of the wording on the reaction, which is ‘declared’ as a defender.

Why does that matter? Because Shielding (a keyword it possesses) triggers when a defender is, you guessed it, declared. How good is that?

REAL good. I could give a thousand specifics, but even jumping into an engagement with a sort of surprise shield on the objective is awesome. Did they play a Target of Opportunity that you weren’t accounting for? Shield the attack. Of course, shielding a unit in the engagement can also be useful. Maybe it shields itself, making a tactics do nothing, or maybe, just maybe, it shields a unit like Emperor Palpatine or Grand Admiral Thrawn. Someone with black tactics icons…

All that fun aside, I am really excited to see a three cost capital ship. A big issue with the ‘capital ship’ theme is that the units just cost so much and the deck cannot consistently play around that cost curve. Having a lower cost option lowers that cost curve for the theme, one that I suspect gets developed in the deluxe and the Endor Cycle.

All in all, this is really just what I would want the Raider to be. Let us also not forget the objective here, granting a non-edge enabled unit damage to your first unit to strike each engagement. This ship does work!

The stat line of this card is not something I would write home about (although there are few things I write anywhere about), but just look at that ability! Paired with the objective itself, you are looking at a unit who can deal two unit damage and guarantee it strikes first while defending? What a pain!

This card will be surprisingly useful and for the affiliation that struggles with controlling an opponent’s board, and should really help prevent some of those frustrating attacks (I am looking at you, Twi’lek Loyalist!) It also does really well against any deck that tries to rush out and destroy objectives quickly (vehicles).

Pardon me while I go clean up the mess I just made from throwing my coffee across the room (sorry about that shirt, Tim!).

If you ever talked to me about the Star Wars LCG any time between the Core Set and the first few months after Between the Shadows was released, you will know that I am a huge, gigantic, massive sucker for event canceling cards. Dark Side has very little of this and now it is coming in the form of a one cost, non-limited enhancement for the Imperials?


Or rather,

NO. YOU. CANNOT. (Play that event).

It must (and by must, I mean it is a forced interrupt) be the first event that your opponent plays each turn, but still. This is a cancel that you can reasonably expect to work more than once if you draw it in the first half of the game.

It also means that if you get this into play on your first turn, that pre-draw turn one Yoda, You Seek Yoda is going to be looking for a new network (because it got canceled). And really, how often does the Light Side have a useless event they want to use first to make you trigger this?  I see this card creating so many issues, it is disturbing…

If I am not careful though, I will be writing about this card until after GenCon, so let us move along.

This. A million and a half times, this. If the Imperials lack for anything, it is control. While this is not Darth Vader + Emperor Palpatine + Sith events level of control, it does offer a nice offensive and defensive surprise that they really just do not have access to at the moment.

Whether it is the Decimator who always strikes first on defense, the Raider who is a great candidate for it with a surprise block and shield, or older capital ships like the Death Squadron Star Destroyer (read shielding, three non-edge-enabled unit damage, insane on offense with this enhancement), there are some really great options for playing this enhancement.

If I can get more non-edge-enabled tactics on the board, I am more than happy to do just that.

The objective is the most impressive card. The units are great, but Imperial objectives tend to include a lot of units. Maybe too many units. The enhancements are very useful out of Imperial. Overall though, that objective is going to cause issues in a lot of matches and can be used in a number of decks. Any given unit getting an extra unit damage on the first strike of every engagement is a lot more damage over a game and really will make some current attacks infeasible.

How do you feel about the objective set? Do you think it ends up in an Imperial-focused deck or is the ability on the objective going to work well with the other affiliations?

I think this set is good. It is really hard to know just how good though until we see the entire Imperial Entanglements box and likely even the Endor Cycle. I am super stoked for the stream of cards we seem to be getting and cannot wait for this new expansion!

To automatically receive the Imperial Entanglements Expansion and Force Packs (including the Endor Cycle) when it begins to release, check out Covenant Subscriptions. Once you sign up, you never have to worry about receiving a release again. We automatically send you the latest packs and boxes the week they release, all without you having to do anything!

As always, until next time may the Force be with you. And next time may be GenCon. Follow us on social (Facebook, Twitter, Instagram, YouTube) and our native Watch page for all the action!


The Imperial Bureaucracy

Lately, it seems as though we have been getting Force Packs faster than the Falcon could make the Kessel Run! Next week, we are set to receive Chain of Command, the long dreamed of Force Pack featuring the man, the myth, and an integral Star Wars Legend, the Grand Admiral… Thrawn!

While ole red eyes, blue skin is worth being excited about, today we have the latest addition to the Sith lineup, The Imperial Bureaucracy. The objective set adds a deceptive number of wrinkles to the game, so let us dive in and see what this new set has in store!


Since the release of the core set, I have been continually tempted by Coruscant objectives. Heart of the Empire is always screaming out to me, but the deck has never been quite good enough. Occasionally, we get a new Coruscant objective sets that peak my interest again, so here we are.

The reaction on the objective is fantastic. At the start of the game, having three additional edge cards to be used at any point is really powerful. Without this objective, turns where you might be able to play out most of your hand can be very risky. Not having cards in hand for defensive edge battles is not exactly where you want to find yourself. If you have this objective set out, now you can play out your hand and still be prepared for important engagements.

We are off to a strong start with the objective, but will have to see the rest of the objective set to see how this fits inside a Coruscant theme. So, let us continue!

Oh Sate, how I love thee. A three-cost character with three Force icons and a black Tactics icon? Not bad. Add a reaction that lets you put ANY non-enhancement card from your discard pile into your hand when he enters and leaves play? THIS IS CRAZY!

Throw on top of that the Grand Vizier trait and… okay, I am just kidding about the trait, but otherwise this is a great character. Thinking of the cards I might want to see multiple times in a game has my mind spinning… Force Choke, Force Lightning, Rage, Palpatine (after using in an edge battle early), and the list goes on and on and on!

We have yet to see card recursion on this level and this is a potent introduction! This objective set is seeming very, very appealing.

Classic. Advisor to the Emperor is as good as it has ever been, which is great. Tactics icon, Sith Resource, and only lacking really in the health department. Royal Guards make the health a lesser concern and I am always happy to have additional Sith resources at my command.

Very happy to see this card reprinted here.

Now this is something!

We get yet another new ability added to the game. My first thoughts are of Trust Your Feelings and Wedge, but this also applies to all the new Pilots who have abilities to trigger. It also works for resources like Deneba Refueling Station.

Of course, any time I see the word Sacrifice, I think about the Executor. The idea of using Sate to recur Aggression while Executor is on board is pretty incredible! Imagine this for a moment:

– Executor is on the board
– Play Aggression – each player sacrifices a unit and you get two triggers of Executor
– Play Sate – react to get Aggression back in hand
– Play Aggression – each player sacrifices a unit (you sacrifice Sate), you trigger Executor twice, and then you get to put any other card from your discard pile into your hand

While the Executor Arrives objective set is not Coruscant trait-ed, there does seem to be some strong synergy between the two objective sets at this point.



Any time there is a zero cost, Sith event, how do you not think about Darth Vader? With the classic Vader + Force Choke reaction chain, this gives Vader even more easy ammo to stack damage on opponents’ characters. That fact alone could make it a strong consideration for any deck featuring the Dark Lord of the Sith. Endless Bureaucracy goes a step further with its second Reaction, though, letting you retrieve it any time an objective is destroyed. And the chain continues…

Though it might be easy to forget, the card also has a main effect! Its Action allows you to cycle cards back into your deck. What is the real value of shuffling a card back into your deck? I would say, surprisingly, higher than most would think.

A huge part of the Star Wars LCG is being able to pin down just what your opponent has left for important edge battles late in the game. If you are able to use cards like Emperor Palpatine or Twist of Fate early in edge battles and then put them back into your deck, that can really mess with your opponent. It also gives you a chance to get really important cards to your deck back later in the game, like Force Chokes or key characters.

While it is nice to cycle important cards back into your deck, Endless Bureaucracy is at odds with Sate, who is actively letting you get cards back to your hand from the discard pile. Do you leave an important card in the discard with the expectation that you can dig it out with Sate, or do you use Endless Bureaucracy and gamble with its availability?


We have seen a lot of Supporting Fire lately and it always makes me think the set was at least partially designed with 2 v 2 in mind. Supporting Fire is good even in the standard format of the game, but it is especially useful in multiplayer formats. It pairs very well with the objective itself, since Supporting Fire has you ‘place’ a card in your edge stack it will let you add cards from the objective.

In 2 v 2, a format that really loves the Executor, I could easily see this objective finding its way into lots of decks. It is the perfect support style objective set for that kind of format. There are also typically a lot more objectives destroyed in that format, so Endless Bureaucracy will get triggered quite a bit more.


I would consider The Imperial Bureaucracy a support objective set. I doubt any decks get built around this, but the right deck is going to love this one.

I imagine it will be mostly a ‘one of’, since it offers so much bizarre utility. From the objective creating viable turns out of thin air (playing your hand out) to Sate letting you get cards directly back from the discard pile and Endless Bureaucracy cycling cards back into your deck (and potentially triggering Vader), there are moments where these cards could easily just win a game.

What do you think about the objective set? Will it see play in tournaments?

If you would like to automatically receive Force packs for the Star Wars LCG, check out Covenant Subscriptions! You can also pre-order Chain of Command. Until next time, may the Force be with you!

Covenant Starters

New to tabletop gaming? Got your eye on one of these fantastic games? No idea where to start? We are here for you! A Covenant Starter contains all of the products and guidance that you need to establish a solid foundation and fall in love with the game(s) of your choice!

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The Rebels From Command and Control

As the Rogue Squadron Cycle continues to develop, the excitement increases as it seems several new deck types are on the verge of being “competitive” going into the 2015 Regional Season. We have had a consistent flow of new cards and today it is time to reveal even more of the upcoming additions to the game!

Take a look at Command and Control, the Rebel Alliance objective set from the upcoming Evasive Maneuvers Force Pack!

The objective is a 5/1 with an ability, something not unfamiliar. Increasing your reserve value is never a bad thing, but it seems somewhat limited. In the early stages of the game, this is effectively blank. Towards the middle of the game you might have one or two Objectives in your victory pile, which could be really useful. In a 2 v 2 game, this number could technically also be higher, so that is worth considering.

Ultimately a solid ability that offers something a player desires, which is increased hand size. Unfortunately, the games where it is most useful are the ones where you are being successful so it might end up just being a ‘win more’ card. That said, it is not a negative so we will have to take a look at the rest of the set. Speaking of which…

The stat lines on this ship are incredible. It also has Shielding and a potentially useful ability. I will discuss that ability a bit more later, but for now due to how rare it is that we see three objective damage on a single unit, let us compare Independence to some older units. The most notable units that come to mind are Red Five and Moldy Crow.

Red Five is the kind of card that has tempted me on so many occasions during deckbuilding. Somehow, though it never ends up being ‘good enough’ for me to rely on it. With Independence you pay one additional resource and get so much more. It generates a resource, has a unit damage, has shielding, AND has an ability. Of course, Red Five has Elite, but the issue is keeping it alive long enough for that to matter.

As for the Moldy Crow, the Crow is one of the best units in the game. Unfortunately, it is in an Objective Set with some unfortunate cards that really limits its play. That said, it makes for an easier comparison because of how similar the stat lines are. Independence loses an objective damage, but turns an objective damage black and gets a black unit damage. It replaces Elite with Shielding and gains a resource. The Crow’s ability is insanity, while Independence’s ability is solid.

Among the three units, the Crow is the best unit, followed by Independence and then Red Five. The beauty of the Star Wars LCG though, is that you cannot judge a card in space (read: a vacuum)! We will have to check out the rest of the cards to really see what we are working with.


Oh baby, baby!

While the Moldy Crow offers two Ruusan Colonist for backup, Independence is backed by two Corellian Corvettes. As compared to other four-cost units, these are not lighting the world on fire (as compared to Luke Skywalker, Kyle Katarn, Ferus Olin, etc.). Even so, a four-cost Capital Ship with three health, all black icons, and an ability that draws you a card when it enters play is all sorts of interesting.

For starters, these pair very well with Independence. Of course, you cannot rely on having Independence in play to justify having these in your deck, so you have to wonder if there is some other way to get vehicles into play at for less resources… Hopefully at this point you are either thinking of Defense of Yavin 4 or are a new player to the game!

The objective (Defense of Yavin 4) lets you discard a card to reduce the cost of a vehicle by one. You can do this multiple times for the same vehicle, but you cannot reduce its cost to less than one. If you have Defense of Yavin 4 out, these ships are essentially a three cost unit (since you draw a card from playing them). Of course, in a 2 v 2 game they are even crazier since they draw a card for both players.

There is something happening here, but I am not quite sure what yet. Let us dive a little deeper and see what the rest of this Objective Set holds for us.

As a zero-cost enhancement with two Force icons, it is going to be tough for the Resupply Depot to disappoint. It is not limited (which is good) and features the Action as seen above. The ability to add combat icons is all sorts of trouble for an opponent. If they don’t block, a tactics or objective damage could be game changing. If they do block, a unit damage or tactics could be instrumental.

Surprisingly, this is the best card in the set. It works on all vehicles and can give you the extra punch or options at will. Paired with cards like Red Two (who happens to be in Defense of Yavin 4), this ability will create game winning scenarios more than any other card in the set.

Upon some consideration, this set has a very interesting design. The first three cards (the Capital Ships) all being units with such a high cost makes it seem like a set you would only want one of in a deck. I would fear dead draw with too many high cost units, but between this card and the ability on Independence I cannot help but feel this as a two of is going to be the baseline for a new type of deck…

Let us round out the set and we will talk about this ‘new deck’ a bit more after.

I’m a big fan of Supporting Fire. Being able to add edge cards after the fact is fantastic. That said, if the ability on the Corvettes was not enough to convince us that this set was good for 2 v 2, Supporting Fire certainly is. While certainly not a card exclusively good in 2 v 2, it is certainly more powerful in that scenario.

It also brings up the fact that Independence says each other ‘friendly’ Capital Ship, meaning each player could technically be playing Capital Ships for less. Some of the early 2 v 2 centric objective sets have fallen out of the 1 v 1 scene, but this seems like an objective that walks the line appropriately to be good in both formats.

As I mentioned above, it seems like this is the beginning of a new kind of deck in the Star Wars LCG. The real question is going to be “can Capital Ships really be a deck?”.

Capital ships are big units that pack a mean punch and should offer staying power, especially if Sith Control is the top deck. The deck should be able to win games fast, but might struggle to win edge battles. The risk the deck also runs is having too many high-cost units clogging your hand and not having the reducers or resources to put them into play. The deck also tends to be not great at stopping an opponent or taking the Force.

On a first pass, I am imagining a deck that looks something like:

Affiliation: Jedi

2 x May the Force Be With You
2 x Defense of Yavin 4
2 x Command and Control
1 x Green Squadron Deployment
1 x The Rebel Fleet
1 x Rogue Squadron Assault
1 x Called to Arms

This certainly is not a “finished” deck, but it is where I would start in testing. May the Force could seem odd here, but the one thing this deck isn’t going to be good at is controlling the game and holding the Force. Having the option to attack with units and unfocus them to take the Force or have defenders could be critical. Ultimately, MTFBWY is just that good. Yoda is a solid option to have on the board to slow the game down and is your best shot at winning an edge battle.

I am sure there are a lot of interesting ways to build to this (including a pure Rebel deck), so where would you start testing with this new Objective Set? Is this objective enough to make Rebel Capital Ships a competitive deck?

I will be back next month with a preview of an Objective Set from the next Force Pack, Attack Run. In the mean time if you would like to automatically receive Force Packs and Expansions as they release, check out Covenant Subscriptions.

Until next time, may the Force be with you!


A Look At The Survivors

It’s time for another Star Wars LCG Force Pack! With a cycle named Rogue Squadron and a pack called Draw Their Fire, I bet you’re expecting today’s exclusive preview to involve vehicles. Well… if that’s what you were expecting you’ve come to the wrong place!

Today I’ll be revealing and discussing the upcoming Jedi objective set from Draw Their Fire, The Survivors.

With art that awesome, it’s unlikely this would be a standard 5/1 Jedi objective. On top of the stats we’ve come to expect, it offers a powerful Interrupt allowing a player to prevent a damage to a unique Jedi Character once per turn.

WHAAAAAT?!?! (in my best impression of a Lil’ Jon scream). This ability is fantastic.

In case you didn’t know, I spent the first year and a half of this game’s life attempting to make Jedi viable. Eventually, May the Force Be With You (MTFBWY) released and the Jedi became the affiliation to beat. MTFBWY (the entire objective set) was everything the Jedi needed and more to build first tier, competitive decks. Had The Survivors released before MTFBWY, I believe it would have been enough to make Jedi a serious threat.

In the early days of the game, the Jedi could dominate the Force, control the board, and win edge battles… but this wasn’t enough. The biggest problem they faced was consistency. With a dependency on higher cost, individual characters they were simply too likely to have an awkward draw in the early to mid game, or to watch Yoda (Core Set) get choked out (Vader + Force Choke) right after playing him.

This objective is excellent with all of the currently played Jedi objectives, but it is also a significant booster for a number of lesser used ones. I’m very excited to dive into the rest of the objective set to see if this could truly shake up the game!

The man, the myth, the legend. Previously found offering guidance in Heroes and Legends, this four cost unique Jedi is about what you’d expect stat wise when paying his cost. Three Force icons, three health, solid combat icons, and solid traits. What you also get, though, is the best keyword in the game. Protect. In addition, you get a Reaction that synergizes wildly with it.

All of this makes him easily one of the Jedi’s most useful units to date. He makes offense a huge problem for the Dark Side with his combination of unit damage and Protect + Reaction. His greatest weakness is his lack of Elite, but I’d say the trade off is well worth it. This objective set is already good enough to see play, but let’s dive a bit further!

You know, you might look at this guy and think ‘vanilla’ or maybe even “man, this guy looks like he might be getting into some trouble’. I’m sitting here thinking the Sulon is actually just what the Jedi ordered and he’s going to have no trouble getting by these Stormtroopers. You see, his greatness lies in his lack of greatness… Wrap your mind around that!

Here’s the deal, this could have easily been a Ruusan Colonist. It’s not that I mind being reminded of Brad Pitt occasionally (in fact that’s one of the better features of the Colonist), but it’s the objective damage that is the real winner here. If I learned anything endlessly pursuing a way to win with Jedi, it’s that the one thing you have to have is objective damage… and characters… and resources… and this guy is all three!

Surprisingly great fit in this spot and I’m continually impressed with how this tier 2 slot is doing work in the new objective sets!

There are some less-than-exciting lightsaber forms in the galaxy, particularly the part of the galaxy where the Star Wars LCG lives. That said, the Shien form is no joke! This is a two cost enhancement with an Interrupt directly from the deepest bowels of the Sarlacc.

The issue with enhancements on units, particularly ones that require a Force User, are that you have to spend so many resources on a single unit. There are a limited number of turns and resources available throughout a game of the Star Wars LCG, so it can really be risky to invest even more in a unit like Luke or Yoda or Obi-Wan. The difference here is that Shien Training protects itself against most direct control (less cards like Sith Lightning) and actually offers a solid amount of control itself.

Imagine for a moment that you attach this to Luke (of almost any variety) and attack. This makes the idea of blocking terrifying. This is exactly the kind of thing the Jedi need. With few units who need to get a lot done, they have to be able to force the issue for an opponent and this enhancement lets them do just that.

Inversely, it’s also phenomenal on defense. Imagine this scenario (and this will happen), on your first turn after Refresh you play Yoda, You Seek Yoda to play Yoda (MTFBWY). You discard a card during the Draw Phase and draw two cards. You play Shien Training on Yoda and attack. If they weren’t likely to block before, they sure as heck aren’t blocking now. You go to the Force Phase and commit Yoda, unfocusing him with MTFBWY. Now you have the Force and one of the most bizarrely frustrating units ready to block, and if he takes damage he can send it back your way…

This enhancement is the real deal. It pairs very well with A Hero’s Trial and any good Jedi units, meaning this objective is getting better with each card. Let’s keep on moving!


I’m really happy to see this card getting into another objective set. If you’re surprised by the word ‘another’, this card was originally in Last Minute Rescue. Some things should never be forgotten, like this fantastic card. Of course, if you were trying to make Jedi work in the early days of the game this may or may not have been an objective in a deck you took the first National Championship, but who is keeping track of these kind of things anyways? Right? Right… *nervous laughter*

Seriously though, this card is all kinds of awesome. Two Force icons and an event that can absolutely change a game, what’s not to love? This card can provide unseen offense or defense and can even guarantee you the Force Struggle. Knowing they can’t focus Yoda enough to prevent you from playing this and keeping the Force is rather nice. Also being a decent edge card if necessary, this is exactly what an event ought to be.

Fantastic card.

Had this been Twist of Fate, I don’t know that I could have freaked out enough. As it stands, we get a two Force icon Protection. The more times I have a deck with Protection in it, the more I’m finding that I drastically underrated this card when it first came out. I’m a big fan of what this allows you to do and think it’s a solid include in this objective set.

The Survivors is fantastic. It pairs well with almost any deck I can imagine and probably some that I can’t. I think it works well as a single objective set include and I’ll definitely be trying it out in my deck from Store Championships. I also think it goes well as a two-of in decks and can really be a lynchpin for certain styles of play. I’ll be looking to test that out as well.

What are your thoughts on this objective set? Do you have any builds you’re already planning to test with this?

If you’re not already a Covenant Subscriber, you can automatically have Force Packs like Draw Their Fire delivered to your door as they release for just $15/pack! You can learn more on the Covenant Subscriptions page. You can also order Draw Their Fire if you don’t already have it headed your way!

Until next time, may the Force be with you.



Black Squadron Has Arrived – Ready For Takeoff

Going into the Rouge Squadron Cycle, a cycle themed around vehicles, I couldn’t help but be immensely excited to see what Sith would be getting throughout. Sith is known in the game and in the greater Star Wars universe for their characters, not their vehicles. When I saw our preview from Ready for Takeoff, I was thrilled! It centers around the Black Squadron, the very group that Vader led into the fray in A New Hope (if you don’t know what Black Squadron is you can read more here). Let’s dive in!

We start with a 5/1 objective, the standard. It does have the ‘Death Star’ trait, which I’d love to see developed at some point. It offers an interesting Action, focusing the objective to return a target Black Squadron card from your discard pile to your hand.

At current, there aren’t a ton of Black Squadron cards in the game. This exclusive list includes Backstabber, TIE Advanced, Black Squadron Pilot, and Vader’s TIE Advanced. We’re getting a whole cycle for vehicles, so I expect this list to be much larger by the end of this cycle. That said, there are no obvious synergies unless they exist in this objective set. Getting cards back isn’t typically bad and it could be used to cycle a card like Vader’s TIE Advanced for its edge icons each turn.

While decent, the ability isn’t immediately game changing. Let’s hope the objective set itself has much more to offer.

As a character, Mithel isn’t lighting the world on fire. I wouldn’t pay three for this unit unless he was my only option, so I’ll go ahead and jump to the pilot ability.

As a one cost enhancement offering the ability to remove a fighter from an engagement, I LOVE it! Being able to block units like Yoda from May the Force Be With You and not risk losing the unit is huge! At worst it lets you play cards into the edge battle without risking a unit. If you win the edge battle, you can strike with the unit and then pull your Fighter out of the engagement. If you lose the edge battle, you can focus Mithel to save the Fighter. This is brutally awesome.

It also makes me like the objective ability a bit more. This is definitely a Black Squadron card I would want to be able to get back, especially if I dropped it into my discard pile with Vader’s TIE Advanced. Speaking of which, getting the icons on this unit on Vader’s TIE Advanced would be a very solid exchange… I also see it pairing well with the already spoiled Baron Fel and Precision Flying (from Superior Numbers). Having edge on Fighters and including them to win an edge battle, then removing the Fighter to go again with another squadron of units is so awesome that my teeth hurt.

I don’t want to get too theoretical here, but I am a huge fan of Mithel as an enhancement. That’s a really useful ability that can save important units from getting removed. Let’s continue.


What!?! WHAT!!??!!?!pouhbndzc

Sorry, while I was freaking out about how good this card was I threw anything I could at my keyboard and that’s what came out. This card is UNBELIEVABLY good. Dark Side vehicle Protect is enormously important. The fact that it comes on a three health unit with black unit and tactic icons is bizarre. But wait, there’s more!

We also get awesome traits with Vehicle, Fighter, and Black Squadron? Surely that’s it… right? Not even close! While it’s piloted, you prevent the first point of damage it would take each phase. So you protect two damage on something else and this unit ultimately takes one… I can’t help but want to start yelling really loud. This is so good it’s hard to convey just how good it is in text.

Also, let’s also not forget about that small, little ability on the objective. The one that let’s us get Black Squadron cards back. Hopefully you’ve connected the dots, but once your opponent finally gets rid of this unit you can just bring it back?!? I’m not even think about having an Escort Carrier on the board either, because then I’ll have to throw my computer…

What’s hilarious is that seeing this unit might take some wind out of the excitement of this set, but it shouldn’t. While the TIE Advanced isn’t as flashy as Mithel or Black Two, this is actually exactly the card I want in this slot. It’s a great two cost unit that continues the synergy with the Superior Numbers objective set (where Escort Carrier hails from). Having three units in this objective set is perfect and increases the number of Black Squadron units that are possible to recur in the deck.

Surprisingly happy with this being in this set!

I liked this card a lot when I first saw it, but the longer I think about it the less significant it feels. It has a lot of great things going for it, including the fact that it’s not restricted. More importantly though is the fact that it’s a Sith resource, which isn’t common. On top of that, we get an ability.

It’s ability, reducing the cost of the first pilot each turn, seems extremely powerful at first. IF you can play a pilot worth playing each round, it actually becomes fantastic. My biggest concern, due to a lack of knowledge of the cycle, is just how many worthwhile pilots you’re going to have that you want to play on your turn instead of bringing them in through cards like Stay on Target… speaking of which.

This card is fantastic. Two edge icons and the ability to drop in a pilot is great. There’s not much to say but how awesome this card is. Back to the resource though, it’s going to be hard to know how useful that is until we have a better idea of what pilots will exist and just how useful they are in the game.


This objective set, combined with the previews that FFG posted from Ready for Takeoff have me so Ready for Takeoff (get it?) I can barely stand it! This objective set is a great addition and gives serious teeth to rush decks for the Dark Side, which is really exciting. This is just a first pass at building a list, but I already know the exact deck I’m trying out the moment this pack arrives. Here is the deck.

Affiliation: Imperial Navy

2 x Black Squadron Assault
2 x Black Squadron Formation
2 x Kuat Reinforcements
2 x The Empire’s Elite
2 x Superior Numbers

The synergy in this deck blows my mind. My biggest concerns are that I don’t have a single Twist of Fate in the deck and I don’t have any target removal, but I’ll leave those cards for control decks! This deck is about winning as fast as you possibly can and with all the excitement for this deck, I’m ready to fly right out the door.

What do you think, can this deck outrun the current Jedi control builds? Do you like this objective set? Will Dark Side rush decks be a legitimate contender going into regionals? Are you Ready for Takeoff? I’d love to see your thoughts below in the comments.

If you aren’t already a Covenant Subscriber, you can sign up to have Force Packs, including the rest of the Rogue Cycle, delivered automatically for $15 a month (including shipping)! You can also pre-order Rogue Squadron Force Packs.

Until next time, may the Force be with you!


Holiday Tokens Are Here

We’ve reworked a few of our tokens to give them a holiday flair! Get in on the new look while it’s available, and have a fantastic holiday season from all of us at TC! Available until December 31st!

The Holiday Three-Damage Force Token is a festive way to destroy your enemies! As an added bonus, it totally looks like a candy cane.

The Holiday Divided Range Rulers are perfect for anyone who has ever dreamed about a white light saber! You’ll also spread the holiday cheer around your X-Wing table by making the all-important “1-range or 2-range” measurement!

The Holiday One-Damage War Token brings the brightness of Christmas to a universe well known for its happy demeanor! Kill your enemies with pleasantness!

Finally, the Holiday Five-Credit Data Token makes it virtual Christmas at any time of the year! In Netrunner, it’s always better to give than to receive…

Have a great season full of games!


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