So, I just completed a solo Jabba's Realm campaign and I will just come out and say that the Hutt mercenaries class deck is the strongest class deck released and not by a particularly small margin. Now, the Jabba's Realm by itself is fairly challenging (at least the path I chose), but it was clear that the class deck was extremely powerful and was very noticeable in the side missions that I have played before.
At the end of the campaign, I had: Wanted: Dead (1-2 dmg), Most Wanted (3 dmg), Vendetta (reroll - usually nets you 1 dmg), Nowhere to Hide (blue die:1-2 on average), Nowhere to Run (2 dmg if target has 3+ strain), & Savage Motivation (0-2 dmg). The problem isn't so much the damage itself, but the fact that you can exhaust all of these cards in a single attack for an unprecedented level of burst damage. Pretty much any full strength activation has the power to wound a completely healthy hero. This made the imperials very hard to deal with and hard to mitigate with resting.
Now, the Hutt Mercenaries deck has two weaknesses.
- The deck has very little defence, however the imperial only needs a single attack to use most of its cards, so the weakness is a minor one because it is extremely difficult to avoid getting attacked at least once in a round (especially if the imp. player is using Hired Guns). Jabba's Realm campaign further mitigates this weakness by there being an overall high number of reserved units, very often the imp player will just get free units at the end of the first or second round.
- The biggest weakness of the deck is the fact that its cards only provide benefit against healthy heroes, and nothing vs objects, allies, and wounded heroes. This means that it loses a lot of effectiveness if wounding all heroes is not a win condition. The Hoth campaign was notable for not having very many missions with the wounding win condition, but Jabba's Realm only has 1.5 missions that DON'T have the wounding win condition.
Is it broken?
In the Jabba's Realm campaign especially, it is definitely overpowered, as in, the imperial player is much stronger than he/she should be in order to provide a balanced campaign. But I don't think it is broken in terms of being unbeatable. An experienced group of rebels with strong heroes with the knowledge of how to play against and how to equip against this deck should be able to take it down but a casual group is going to start losing A LOT after the first couple missions (For me, I won the first 2, then the first story mission I chose was very imp. favoured, then the imp player got Most Wanted and then started winning a lot). It will be a very negative play experience for them.
So yeah, it is a shame. I highly recommend avoiding this deck unless you have a strong group of competitive players who are up for a challenge.
Edited by Deadwolf