Profile photo of Philip Rowland By Philip Rowland On February 22, 2013 Posted In Star Wars LCG

Breaking Down the Force: In You Must Go

Profile photo of Philip Rowland
February 22, 2013
POSTED IN

At this point I’m coming full circle on the major objective subset (Jedi, Sith, Rebel Alliance, Imperial Navy, and neutral … don’t worry, I’ll get to Smugglers and Spies and Scum and Villains eventually) so it’s time to look at another Jedi objective. From the desert to the swamp …

In You Must Go


In You Must Go provides a great boon to the Light Side, provided you have enhancements to play. Most notable about the ability is that it doesn’t require any sort of affiliation match for the enhancements, so it can benefit you when you play Rebel Alliance, Smugglers and Spies, or Jedi enhancements equally. As far as objectives go, I have to say this is possibly one of my favorites as the ability is always great (unless you just draw no enhancements to play) and it’s subtle enough to keep the Dark Side from targeting it by default. If you can take advantage of the discount more than once, its inclusion is more than justified in my opinion.

Yoda

What would Star Wars be without Yoda?  He’s a Jedi Master and this mastery translates beautifully to the game via his five force icons. His icons are edge-enabled however, so you have to win the edge for Yoda to be useful in combat. If you do win the edge his ability can turn him into the most dangerous character on the table with very little additional effort. If you can get an enhancement on him (like Shii-Cho Training in this set or Jedi Lightsaber from A Hero’s Journey) Yoda gains an edge-enabled unit and objective damage for it. This even applies if your opponent puts an enhancement on him (Intimidated from the Cruel Interrogations set, for example). The only thing that I don’t like about Yoda is his meager 2 health, putting him in easy reach of being killed by enemy events or unit damage if you don’t have someone to shield him or some other way to prevent it.

Believer in the Old Ways

The Believer in the Old Ways is the Jedi equivalent of the Sith’s Dark Side Apprentice I discussed previously. She’s a solid unit for her cost but not particularly amazing. As a Force Sensitive, she’s a viable target for Jedi Lightsaber and some other card effects, but she’s unfortunately not a Force User, so the next card in this set can’t help her. In the end, I consider her more filler for the set than a spotlight unit, but she’s definitely worth playing to the field when you can and, while not impressive, her one force icon does give you the option of using her for edge battles or to push a little harder for the balance.

Shii-Cho Training

I want to love Shii-Cho Training, but it’s just a tad too specific in what it can target for my tastes. There are only a very small handful of Force User units in the game at this point (I believe the core set comes with 5 total spread across 4 objective sets) which means that Shii-Cho Training has a very small chance to be played outside of the edge stack. That said, it does do well in the edge stack, providing two icons, and when you are able to play it on a Force User unit it’s really great. Yoda, especially, can become a beast with this allowing him to spread his damage across multiple participating enemy units which could clear the enemy field during an engagement and save Yoda from being damaged himself.

Dagobah Training Grounds

I covered Dagobah Training Grounds in my first post in this series, so I won’t go into depth on it, but overall it’s a good card. This set’s objective actually makes it even better, as you can play the Training Grounds for free (it’s an enhancement) and get a good bump to your resources early in the game. I’d still prefer for it to have a force icon for the occasional edge battle, but the synergy with the objective is enough for me to overlook that lacking feature.

Counter-Stroke

Events can be the scariest cards in the game at times, particularly when Force Lightning and Force Choke are in the mix. As I mentioned above, Yoda is particularly fragile, so being able to cancel the Dark Side player’s events is very important. Really event cancelling is always a good option to have, because it means your opponent has been thwarted, if only for a moment. Also, Counter-Stroke brings two icons to edge battles.

The Score

This set was pretty hard for me to assess. I love the objective as enhancements are a big part of the game and Yoda is amazing for contesting the Force or for killing objectives when he’s got an enhancement or two on him. The Believer and Shii-Cho Training are good to have around and I would give the latter a perfect score if it could work on Force Sensitive units as well. If I believed in giving half-points, I’d give the Believer a 3.5 for the set, but this is a 1-5 scale and I don’t believe in cluttering it with decimal points. In general, this is a set I’ll be including in any Jedi decks I play and possibly as a splash in Rebel Alliance or (eventually) Smuggler and Spies decks.

In You Must Go
5 / 5
Yoda
5 / 5
Believer in the Old Ways
3 / 5
Shii-Cho Training
4 / 5
Dagobah Training Grounds
4 / 5
Counter-Stroke
4 / 5
Total 25 / 30
  1. In You must go is probably my Jedi Objective. Dropping a Dagobah training ground during the opening round followed up with card like Obi-Wan is pretty stellar.

    I only wish it said “Reaction: When you play a enhancement card reduce it’s cost by 1 (limit once per turn). That way if you had two In You must go, you would be able to play 2 different enchancements at the reduce cost.

    Hopefully in the future we will see cards (specifically enchancements) that can be played during your opponents turn. That way you could trigger this ability up to 2 times a round. However that might make this set way too over powered.

    1. I wonder if two In You Must Go would stack. If it were something like a “limited” effect, I could understand why it wouldn’t, but as it is here, I think it would. So, if you had a 2+ cost enhancement, I think you could play it for 2 less, in theory.

      1. that is how I would play it. Each objectives targets the same enchancement so it would have to reduce the cost by 2. If not then it would be worthless to have them both out at the same time.

    1. It’s so great … IF you get a unit it can legally enhance. If it were more general, it would be awesome, but it’s not. It should be… it’s just not. All it needs is about 4/5 more objective sets with Force Users and I could see it being worth having around.

    2. I’m kinda with Zach on this one. Outside of Yoda (where it obviously makes sense), you just don’t have enough unit damage icons to be worth spreading around. On occasion, it will be useful to allow you to take out two different 1-health enemies, but most of the time splitting the 2 unit damage you have isn’t going to be a big help. It only really gets useful when combined with a lightsaber or two to bump up the available damage to split.

  2. Great set, great cards except for Shii-Cho Training, terribad card, too restrictive and doesn’t stack with Targeted Strike

    Only good as a 2 force edge card or a discard in order to draw more better cards

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