I like the overall concept here. Scott makes a good point about needing cards that move the thugs.

Another thing to watch out for: Should one of Jabba's thugs get killed early, he's reduced to 14 direct damage to a single target, which is good, but he has almost no ability to inflict any other kind of damage. I wouldn't expect him to get more than 1, maybe 2, TWBNB a game which actually inflict 4 damage, if that.

One possibility is that instead of healing or moving others, give Jabba some heavy discarding power so that he and his thugs can do a little damage with basic attacks to supplement the direct damage.

"There is a sense of satisfaction in looking at your men all ready for the fray" -- W. Somerset Maugham

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