In general, while Dark Side got some powerful cards in the Echoes cycle that saw play for quite some time, they were nothing compared to some of cards Light Side received The LS received cards in the Echoes of the Force cycle which changed and impacted the game forever. The set also contains the Scum version of the force resource enhancement, Slaver Holding Cells. These 1 cost, 3 health units come with 1 black gun and 1 white tactics, making them cheap efficient blockers who seemed like a direct counter to the popular “Unblockables” decks that had been prevalent in the meta before the Echoes of the Force cycle was released. They do have the downside of automatically taking a damage whenever the dark side loses a Force Struggle, but for 1 cost, it’s worth the risk. Even though you have to return a captured card to your opponent if you lose the Force Struggle, the main in the set, Zygerrian Slaver, helps mitigate that. The Slaver lets you give a captured card back to your opponent in order to draw 2 cards. The set also includes 2 copies of the non-unique unit, Galactic Scum. Coupled with the Tatooine Crash objective, players could really mess with the light side plans by capturing cards. While Scum got a few decent sets, in my opinion, this is the one set that really stood out. The objective lets you capture a card from the top of your opponent’s deck after you win a Force Struggle. This event could set up powerful double striking capabilities on offense of defense. Core Palpatine could use this to potentially place 6 tactics on units! Rage is a powerful 2 cost Sith event that lets you remove up to 2 focus tokens from a unit committed to the Force as long as the Dark Side has the Balance of the Force. Playing off the Force Struggle theme, while the objective is undamaged, when you commit a Sith unit to the Force, you can place a focus token on an enemy unit. Mara has a good spread of combat icons and while she’s committed to the Force she gains Elite, Shielding and Targeted Strike. Her set also includes Mara’s Lightsaber, which automatically makes Mara considered to the Force. This means you could get her benefits without having to use a Force commit card on her. The set includes the Imperial Shadow Guard which protects units committed the Force to help keep Mara and other powerful units alive and in combination with the Emperor’s Royal Guardfrom the core Palpatine objective set, the dark side player could make it difficult to near impossible for the light side to take out main units. The set quickly became a popular inclusion in dark side decks. This set featured fan favorite Mara Jade, who was initially introduced to the Star Wars universe in the Legends novel Hier to the Empire, written by Timothy Zahn. Players immediately took notice and saw how good they were. Fortunately, every affiliation got a version of this card at some point during the cycle so there was some semblance of balance and fairness.ĭark Side got a few notable standout cards and sets.
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The cycle also introduced Force resource enhancement cards. These resource generating enhancements allow for resource acceleration if timed properly. They cost 2 resources to play and generate 2 resources, but you can remove a focus token from the enhancement after winning a Force Struggle. When the first one of these, Experimental Tech Lab, appeared in the Navy objective set Dark Trooper Project. The interactions of Echoes and Seeds carried on throughout the life of the game even though Seeds is usually recognized as the more powerful of the two fate cards.
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You could combo it with the Echoes fate card and commit something, then focus it with Seeds during the same edge battle since Echoes resolves before Seeds, or keep one of your own committed units from being hit with Seeds by resolving Echoes on your own unit to remove it from the Force first. This card could shut down a committed Palpatine before he could use his tactics or Vader before he could use all of his guns. The Seeds of Decay fate card allows you to place a focus token on a ready unit committed to the Force.
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in the early days of the game was to play powerful units like Vader or Palpatine, commit them to the force and then just control the game by having them available for defense.