I’ve been writing these Release Reviews for Star Wars the Card Game since early in the Echoes cycle, and I don’t think I’ve ever actually taken the time to explain how my reviews are intended to be received. People might come to these reviews for different things: they want to know what the new cards are, they want a place to begin on how to judge the value and power of an objective set, they want to see the ways the new cards can be used, they want to know how the cards interact within the rules… All of these are things I hope I impart to the people reading these reviews. However, there is one important thing to always keep in mind: whether I’ve had a chance to play these cards yet or not, my reviews attempt to analyze them from a theoretical and somewhat mathematical point of view, based on what’s come before: if a similar card has proven to be good, I’ll judge a card favorably, and vice-versa.
I don’t have any illusions that my evaluations could and often will turn out to be wrong, as overcosted cards (for example) can still be good, but because I analyze them from a statistical, “is this card worth its cost” point of view I often won’t fairly rate cards that have a huge upside and/or a huge downside. If I can catch it, maybe I’ll notice that “this card can randomly win you the game sometimes even if it’s usually bad” but I’m not trying to look for the best case or even the optimal case scenarios: I just want to know if a card’s worth putting in my deck, and by extension the pod as a whole.
As for this pack, we’ve actually received a pretty good lineup. I think only one set is actually bad in this expansion, though if a deck ever wants tons of
then the “bad” Jedi pod will find a home. But for all the other affiliations, I think we’ve got some really big hits: Smuggler Vehicles get some exceptional inclusions, Sith Aggro gets an absolutely amazing
set that might end up being a staple (if I can be so bold), and while the Navy set doesn’t have an obvious home, I feel confident it will find one, because I don’t know that any of the cards are actually bad. The two one-of sets are exciting as well, with a “limit one per deck” Scum set that (surprise, surprise), alters the objective rules and gives you some high-upside, high-downside units and an Ewok set that will only ever see play in Ewok decks… but will be a staple in all of them forever. I can’t wait to get my hands on them! And while there’s no Rebel set for me to gush over, every other affiliation that actually needed a boost got one.