Board Thread:General Discussion/@comment-26997653-20151116034013/@comment-28354371-20160506192023

Just because a "reglar"pack of boosters contains random cards n it in a ccg, doesn't mean they can't be like the fixed started-decks that Magic does as well... 30-50 cards that are known to be useful in most builds, fixed for Scum, light and dark side, easy peasy.

Example:

2x Opportunist, 2x Expose, 2x Push the Limit, 2x Predator, 2x Rage, 2x Determination,

2x Fire Control System, 2x Accuracy Corrector, 1x Advanged Sensors, 2x Sensor Jammer,

2x Shield Upgrade, 2x Hull Upgrade, 2x Stealth Device, 1x Experimantel Interface, 2x targeting Comp.,  2x Autothrusters, 2x Munitions Failsafe, 1x Long Range Scanners, 1x Guidance Chips,

1 of each bomb/ torp/ Missile, (thats 21), 1 of each Cannon (thats 6),

Dark specific 3x TIE Adv title + Advanced Targeting Comp., 2x Twin Ion Engine Mk II,

Some specific faction only restricted crew etc.. (it quickly fills up)

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Turrets, Tech, Illicit and Astromechs are for the other factions, so irrelevant for Dark side.

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It wont give you enough to make all specific builds where you would need 4+ of certain cards, but buying a second one would have you set I guess.

Just an example of my thoughts.