The Desolation of Hoth is pretty good

By TGO, in Star Wars: The Card Game

The problem is that its 5 non figure cards. If you want to go x2 with that pod you are really limited what kind of figures you put out. Yes Old Ben and some of the other things help.

Might be good as a x1 pod but dont know about x2.

We will see in time. I think over time the pod will be very strong once we get more pods.

I do like calm since it lets you attack and def if needed. I guess letting guys come back from the dead and getting cards back is pretty good.

Can't wait to buid a troop swarm deck around Navy Vader and Espo Troopers. :) On the light side… I wonder how viable it would be to throw in ALL the Hoth pods (to reap the benefits of Hoth objective control), then round it out with Luke, Yoda and Ben? (I chose Jedi over Rebel to round it out because the new Jedi pod is pretty worthless on its own.)

The Gas said:

Can't wait to buid a troop swarm deck around Navy Vader and Espo Troopers. :) On the light side… I wonder how viable it would be to throw in ALL the Hoth pods (to reap the benefits of Hoth objective control), then round it out with Luke, Yoda and Ben? (I chose Jedi over Rebel to round it out because the new Jedi pod is pretty worthless on its own.)

You may have missed that the new Jedi pod is not a Hoth objective.

LOL, there goes that idea. :)

The Gas said:

LOL, there goes that idea. :)

It really just changes the idea… run them with a pure Rebel deck instead of a Jedi deck.

I think right now the Sith objective is a little meh, but after maybe 2 more force packs of Hoth objectives it will be brutal. This is because 1) we haven't seen much objective healing for DS before and a well timed Defense Upgrade is already super annoying 2) it doesn't depend on your opponent having or not having Hoth objectives. I bet people will figure out some interesting shenenigans for those Icetrompers also.

Definitely interested to see how effective all of the Hoth objectives are in an environment of very limited numbers of Hoth objectives. Not sure if I'm sold on either of the neutral objectives at this point…

Also looking forward to the Jedi-super-unit deck type that seems a possibility. If you can get one big guy out with the right attachments, he might be nigh impossible to deal with. But at this point probably gonna need all the mulligans and card draw you can get to get a big dude early enough…

the icetrompers are really nice paired with force choke, for one. as are espo troopers with the new sith objective. The more I look at it, the more I see it as useful. As for the Jedi pod… the question is if by playing it twice can you stall the game long enough with only 20 units in your deck (as this is the maximum number od units a pure Jedi - same goes for S&S - can muster)? I am OFC counting only 10 objectives. It could be more in a Jedi/Rebel hybrid, but that dillutes tže usefulness of the enhancements.

20 cards is still 40% of your deck, and I think Old Ben might have a place in standard Jedi/Smugglers over perhaps his living counterpart. You keep the Heat of Battle, and while giving up Jedi Mind Trick is harsh, Guardian of Peace is really, really good with Old Ben's Spirit.

Speaking of Heat of Battle, there's a nice sprinkling of Fate cards throughout these sets, makes it a little easier to forgo the two Fate-heavy neutral sets from the core.

Was thinking the same - that deck actually does not require any serious deckbuilding, as it is a mere change of 2 objectives (since Forgotten Heroes isn't reallz strong without Jedi Training): 2x Yoda, 2x Luke, 2x Old Ben, 2x Yavin 4, 2x Han. The basic trade you're making is exchanging defensive/force tricks for offensive/sustaining power.

Can be good, but the odds of NOT drawing units are much bigger in such deck. And even if you do, a mere Twi'lek isn't gonna stop the Navy (which may be able to kill you before you get a foothold).

But since I fell in love with Jedi Training, I am more concerned about somehow making it work with Journey to Dagobah, which is my current deck (and the one i will be running on our next tournament).

On the other side of the Force, I am eagerly awaiting both Navy and Trooper swarm to make an apperance.

Jedi_Knight said:

the icetrompers are really nice paired with force choke, for one

I really like the potential of icetromper: I win the edge battle strike with the tromper killing something with one health left and then take another enemy out before he can strike. It could mean the difference between staying alive another turn or seeing your final objective go up in flames. A card that really has potential.

Whitefro said:

Jedi_Knight said:

the icetrompers are really nice paired with force choke, for one

I really like the potential of icetromper: I win the edge battle strike with the tromper killing something with one health left and then take another enemy out before he can strike. It could mean the difference between staying alive another turn or seeing your final objective go up in flames. A card that really has potential.

i like it better on defense.

You didn't really post the text for the new Battle of Hoth fate card. So, what is the text for it?

cdgodin said:

You didn't really post the text for the new Battle of Hoth fate card. So, what is the text for it?

battle-of-hoth.png

Looks good. Can't wait to see the art for the LS version of it :D

cdgodin said:

Looks good. Can't wait to see the art for the LS version of it :D

I believe you'll find that in this news post from January.

Just got my pack. It was neat to open it and have some surprises (I didn't check the boards ahead of time). The Icetromper was a real surprise. I had never heard of it and had to go to wookieepedia to find out where it was from. Evidently they were introduced in The Old Republic. Pretty interesting to see content from that game being incorporated here. I have no problem with it so far.

I agree that the Jedi set is really interesting. I'm dying to do 2x each of the new one, Last Minute Rescue, In You Must Go, A Hero's Journey, and Forgotten Heros. I just want to see how the new set helps keep those heavy hitters alive. I'm sure I could do more tweaking on the list later, but that's the first thing that came to mind and I'm excited to try it.

The Rebel set is also really good. I'm stoked about getting Wedge. He'll be awesome. Imagine throwing him in Red 5 . . .

I'm excited for the Imperial set because I feel like I can finally build a Navy deck that isn't about Fighters. I know other people have been doing trooper decks all along, but I haven't really done much with them.

The Sith set is alright, but I don't see right away which set it would replace in my Sith deck.

Overall, not a bad pack. I'm excited to get more.

I tried swapping out Han from my Jedi deck to replace it with Old Ben. I'm not sure if it's better to drop Obi-Wan or Han but I'm going to try both.

Tried making a Jedi enhacement deck with the new cards.

Ended the game with a Yoda with 3 stacks of Obi-wan Spirit, 2 lightsabers, shi-cho training, and Trust Your Feelings.

The game was over after he killed the Emperor, Lord Vader, and the Emperor's Guard in one strike. Even though I'd lost the edge battle, I still had Weapon Expertise(?) in the hand ready to go.

Not the most reliable of decks, but it was quite the show.

I hope you capped that off with "judge me by my size, do you?" :D

Is there a site (either FFG or other) that I can view all the card images in one page? I'd like to get a look at the art with the card text rather then reading all the text spoilers out there.

Thanks,

--Evil

evilempire22 said:

Is there a site (either FFG or other) that I can view all the card images in one page? I'd like to get a look at the art with the card text rather then reading all the text spoilers out there.

Thanks,

--Evil

Eventually it will be up on CardGameDB.com, but it is not yet.