LAW: Preview Reviews 1/28
Previews courtesy of FFG and Unplayable.
Max Rebo

Straight from the teaser article:
- “…additional regroup phase…”
- “A new trait is introduced in this set for two unique units. This trait will be used rarely, as it’s for a kind of character that isn’t common in Star Wars—but every appearance is memorable!”
Well here you go it’s both of those things and certainly a legendary feeling card on top of that.
The stats are likely fair at 2/7 for 4 cost, although that really isn’t the appeal of this card so the stats may not even matter.
The real legendary part is the game text that alters one of the fundamental phases of the game by having another of that phase. An additional regroup phase means an extra draw, an extra resource, and an extra readying of cards. Effectively each turn both players will ramp and draw two more cards. (Note: It may be important to handle the triggers in the correct order and not speed through this stuff by just drawing four cards and dropping two resources as that would technically be the incorrect way to do things.)
What becomes the payoff? Well probably not Fireball as that would be a pretty big non-combo. You are certainly going to get to bigger things quicker, but so is your opponent. Your bigger things need to just be better and more planned for in this case.
One interesting outcome could be an off aspect, really big Aggressive Negotiations.
The Max Rebo Band

Being a musician in the Star Wars Galaxy is apparently relatively lucrative. Even more so when your band’s frontman is involved.
Deploying for 3, this is hitting the board in round two and likely getting you a credit immediately. Barring any other credit shenanigans going on, you are going into round 3 which would be the 4 resource turn with those 4 resources and 1 credit. Headed into round 4 you would have 5 resources and 2 credits. Putting out a 7 drop when your opponent is dropping a 5 cost thing is going to be generally pretty darn good.
Oh but also Max himself can be involved and the math gets a bit more silly. Round 3 is the same and you start with the 4 resources and 1 credit. Playing Max at that point means that the extra regroup phase will gain an additional resource drop plus another credit earned by the band. Headed then into round 4 which would normally be the 5 resource round, you would instead have 6 resources and 3 credits. You could be ambushing a Starhawk into play at that point and also likely flipping your leader.
With certain leaders it could be even a bit more ridiculous. With the new Lando leader, for example, you will be able to flip Lando and up those credits to 5, such that you have 11 resources at your disposal. You could play Queen Amidala and Renowned Dignitaries to possibly heal 8. Or you could play a Kelloran Beck followed by another 7 cost unit with his discount and remaining resources, etc,
Or as MoG TCG noted on YouTube, it could be a crazy amount of ramp with the new Krennic leader and a Porg on turn 1. Any combo where a Porg is involved is officially Porg Depot certified.

The only strange thing is that the entire band, which includes Max, is smaller than Max by himself.
Latts Razzi

At first glance her stats don’t look like much for a 3 cost unit, however, when you put it all together you are not only getting either a 3/2 unit or a 2/1 shielded unit but also doing 2 or 3 damage to your opponent’s turn 1 play. If this manages to remove an imperial dark trooper or the new Jyn Erso, it could be a powerful early game swing that will have your opponent needing to play catch up.
Too bad she is coming out after both ECL and Gar Saxon have rotated. She should definitely see some play in an eternal format where if ambushed could take out a significantly larger target.