Hans Chung-Otterson said:
I only have 1 core for now, and would like to get a sense of how to build decks. I tried this today, building a 5-Jedi 5-Rebel objective deck, with lots of the heavy hitters (Luke, Obi-Wan, Yoda, Leia, Ackbar). My wife played the out-of-the-box Imperial Navy deck with 2 neutral DS objectives added. All of our games to this point have been very close.
Today, though, I got ******* trounced. Like, no damage to any DS objectives trounced.
So, I suck at building decks.
Any tips? Any decent decklists just from mixing Objectives in 1 core set? My priority isn't having the most-uber deck, it's learning good deck building principles for this game.
Could you describe the specifics of the game you got totally owned in, versus your other games? If I'm reading this right, you built your own deck, 50/50 Rebel/Jedi split on the objectives, and your wife used the Imperial Navy starter deck per the rulebook's suggestion.
Is this the first time either of you played the game, or have you both been playing before this particular match?
Has your wife, if she has played before, used that same Imperial deck?
I'm asking, because I find that this game's learning curve is pretty steep on some of the subtle aspects of card play. What I mean by that is that you may find you "improve" better using the same deck a few times before swapping it out, until you feel comfortable-ish with the gameplay, not the rules.
What I mean by THAT, is that you can learn how to play the game rules-wise, but the actual act of "playing" the game, deciding which objectives to lead with, what to put in an edge battle, when to play cards, knowing the action windows (or keeping the flowchart handy as a guide), etc, is a separate skill set that develops over time, with repeated play.
I think that we learn at different rates, but by keeping a constant in place (in this case, your deck construction), you can learn through repetition what is and isn't working in your deck, and what cards you just haven't learned to appreciate yet.
For instance, in X-Wing, when it first came out, a lot of people I spoke with swore by Vader for Imperials, and so did I. After playing for a while and getting into the actual gameplay vs rules, I would suggest in the current Wave 1 format that you don't take Vader, and run 6 TIE Fighters. It may not be universally "right", but that's what I've discovered through my own play experiences.
People will tell you different opinions on what is most optimal, and you can throw a lot of math at it (probability on card draws, etc), but the best thing you can work on is really digging into the game itself, and getting into the subtler playing of your hand, regardless of what its made up of. From there, deck building may come a lot easier, as you'll see the forest for the trees in the card selection, rather than focusing on a couple of specific cards that you think are winners.
Even if, for the sake of a hypothetical example, Darth Vader was the most broken, over-powered card in the game, in a bare-bones tournament legal deck of 10 Objectives (50 cards in your deck), Vader would only make up 4% of your total cards (assuming the maximum two copies of Vader are included). There's no real guarantee you'll even see him in a game, unless you're really flying through your deck, but even then, he could be the bottom two cards.
To paraphrase TragicTheBlathering's YouTube vids on the subject, the real crux of the game comes down to your own individual piloting skill with your cards. So, if your wife has been using the same Imperial deck this whole time, and you're switching things out all over the place, she might be beating you just because she's gotten good with the options in that deck, whether she is aware of it or not, where you are basically having to master a new set of options each time.
If you really feel that your piloting skill is adequate (maybe not "top tier", but let's say "average"), then try searching for decks online that use one Core Set. It might be hard to find, as most people would agree that 2 is necessary for "next level" play at this point, but you could always just proxy stuff in. If you sleeve your cards, just toss in a piece of paper on the one side with the card information you want to duplicate, and it'll play fine, though it won't be pretty.
Personally, if your drive is to go make decks, I would recommend taking the hit on a second Core Set, and you'll be well placed to make some fun decks out of it. Even if you only play Light Side, there's a good enough mix to make a couple of Rebel or Jedi-affiliated decks. Pro tip: if you want to run Han, choose Smugglers as your affiliation. Splash in Han's cards, and then keep the rest of the cards associated with either Rebel or Jedi and you should be able to get Solo out every so often without being screwed on resources. He's quite handy in a fight, and that might be a better introduction to mixing affiliations.