Edge of Darkness First Impressions
I've been fairly disheartened by the general lack of discussion on this board and especially when it comes to strategy and deck building. Rather than complain and add to the problem, I thought I would lead by example and offer my thoughts on the expansion I've been waiting for since I first finished reading the Core Set rule book! Here are my favourite cards from the long awaited Edge of Darkness deluxe expansion based on the photo spoilers others have graciously provided as I anxiously wait for my local gaming haven to get it in stock! Please share your own!
DARK SIDE
Bounty
Only time will tell how effective this
card ends up, but on paper it seems pretty awesome. It's kind of like a time-delayed Force Lightning in that it goes off after your opponent has had a chance to attack or defend with its bearer. At a fraction of the cost, I think this card rules. Having one hit the table can greatly complicate your opponent's plans, and I'm all about making their decisions as hard as possible.
Slave 1
As disappointing as Boba Fett is for a lot of people, his signature ship is a beast. I think a lot of Scum & Villainy decks will be based around the strategy of building up a strong "dungeon" of captured cards before slapping this ship down to get the game over as soon as possible. The lack of Elite hurts it a bit, but it would probably be kind of broken with it.
Jabba the Hutt
The mighty Jabba is a really flexible unit that can enable all kinds of nasty tricks. Two black tactics icons are the tops to begin with, but the sneakiness of his activated ability could very well prove to be a centre piece of the Scum & Villainy affiliation. As we get more "enters play" effects Jabba is only going to get better.
Jabba's Reach
The mind boggles at the potential for this objective. Ten card hand, anyone? Given the amount of excellent capture cards in this set, that could prove fairly common in the right build. Not much more to say than that!
Reversal of Fate
This is one of the nastiest tricks in the game for sure. Even if your opponent anticipates you have one
in hand, you have the advantage as trying to play around this card means they will likely be throwing their Edge Battles. 'Nuff said!
The Tatooine Crash
I hope this card is an indicator of "mill" strategies becoming a thing in the future. Aside from that, this objective rules because it greatly interferes with any Light Side deck since any and all cards it captures remain unknown to your opponent until they rescue them. Watch as your opponent tilts as they fail to draw key cards for their strategy because the jawas nabbed them from under their nose! Watch as they finally destroy this objective only to get a handful of cards they probably have to discard the next turn! Play two copies for even more shenanigans!
Bossk
Bossk is Force Lightning on a killer unit. You don't even need the wookiee trigger for this guy to be an extremely efficient card, but it definitely helps. The double focus does hurt, but signing this guy to a Lucrative Contract or two will greatly ease that burden.
Force Wraith
I've seen a few people claim this card is overcosted and to that I say "What?!" He is one of the few units in the game that can be used twice before refreshing without any Enhancements! His stats and icons don't even have to be so great for there to be a lot of value in that, but they're pretty great too so I love this guy.
Dark Memories
Free removal? Yes please! You could use this to help chip away at a bigger guy or you could use it to help manage your opponent's weenies. Your opponent can play around this card by using the attached unit in the Force Struggle instead, but forcing them to make unfavorable decisions like that is a big part of how this game works.
The Ghosts of the Dark Side
Jedi Training and Serve the Emperor are two of my favourite objectives in the game, but their lackluster pods have kept them from seeing much play in my builds. The ability to take control of the Force without hobbling a unit is amazing, especially for the Dark Side. The earlier you get this into play, the better. I'm a little disappointed we already have a duplicate objective in the game, but when it is something that wasn't very playable before I can't complain.
LIGHT SIDE
Wookiee Life Debt
The entire pod is gold as far as I'm concerned and the objective itself is the glue that holds it all together. If you are playing two copies, you're going to have at least six wookiees in your deck, which should be plenty to ensure that you get the most out of this excellent ability. The value of effectively choosing which characters your opponent can damage cannot be overstated. Also remember that your wookiees can protect each other to further ruin things for the Dark Side.
Wookiee Warrior
This guy may not be as flashy as Chewbacca, but he is pretty great in his own right. I'm not entirely confident in having his ability come into effect without the help of the rest of his pod, but the threat of him getting more dangerous should be enough to make your opponent think twice about how to interact with him. He is an unattractive unit to block when he is damage-free, which makes him a great candidate for solo engagements to get that ever-important unopposed bonus. Given the rest of his pod I think he will prove to be one of the stronger weenies in the game.
Chewbacca
At last we have the mighty Chewbacca and he does not disappoint. Aside from the more obvious combos from within his pod, one of my favourite plans is to have Chewbacca ambush enemies in the Echo Caverns to make sure he doesn't get hurt too badly before he starts pulling peoples' arms out of their sockets. Throw in one of the better icon sets in the game at an affordable cost and you have a real winner.
Millennium Falcon
Yet another long awaited card that doesn't disappoint. Edge is easily one of the most potent abilities in the game and the lack of Elite is negligible when you factor in the Falcon's swap effect. Need another attacker or defender after you finish its engagement? No problem! Need repairs or to brush off a barrage of focus tokens? Pull it back and play it again next turn token free!
Sabotage
This card is brutal. It can be tricky to use on offense, but it can make short work of a high-cost unit like Vader or even the upcoming Executor with ease when used defensively. The fact that it doesn't target can get around abilities like the one on Jabba the Hurt, which is a nice perk. I see this card being great in any match-up, but the card advantage it can give you over a swarm strategy when played properly may be one of its best applications.
Saboteur
As any Magic player can tell you, "enters play" effects are typically some of the most potent. Having a unit with an immediate effect is like playing an event at the same time. This guy's ability would be strong even if it were an event that did the same thing. There are only going to be more enhancements in the future, but for now this card can help mess up your opponent's resource acceleration base.
Lobot
He may be tricky to use, but the Smugglers & Spies affiliation has a lot of tricks to help ensure you win those Edge Battles. Attacking alone with him seems like a good plan if you aren't as confident in your potential to win the Edge, but pairing him with Lando to yank him when he backfires or to reuse his ability is where he can really shine. Backing him up with his fellow pod mates is just icing on the cake, as far as I'm concerned.
Lando Calrissian
Mark my words: Lando is one of the strongest cards in the game yet. Aside from his great pair of icons, his ability is downright game changing. Much like Echo Caverns before him, Lando is a card your opponent will have to play around as long as you are poised to activate him. Couple that with the incredible interactions he can have with your own cards and you have what could easily become an auto-include for his affiliation, especially when you factor in the other great cards in his pod.
Over My Dead Body
This card seems trapped with some rather inferior pod mates, but if you should find yourself playing it I expect it to be a top card in your deck. "Counterspells" of any kind are generally great in any game and this one has a lot of reach and flexibility. In a vacuum, this is another contender for the list of best cards in the game, but the weaker cards surrounding it have me holding back that acclaim for now. I could be wrong about Across the Anoat Sector, but Escape From Ord Mantell is the definition of underwhelming.
Cloud City Operative
Yet another excellent "enters play" ability. The use may be somewhat narrow, but considering how many two and lower drop units the average deck runs I expect most players to find immense value in the Operative's text. A more out of the box use for this card than focusing opposing weenies is to pull a token from one of your heavy hitters that is exhausted onto the Operative itself. Throw in some great icons and you have a fast favourite of mine.