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The Sausage Party aka Cocky


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#1 Hida77

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Posted 25 June 2013 - 07:27 AM

Hey all, planning on testing the following deck this weekend once I get my hands on the new set.  Honestly its something I had been waiting to do since Renegade Squadron Mobilization came out.  Unfortunately, Dark Time's smuggler pod was a vehicle pod.
 
Anyway,  The idea is to run basically and inverted Smuggler's Den, where the focus is the Smuggler cards and support is some Jedi stuff.  Its still basically a Han/Luke deck, but has more combat tricks.  I am pleased with the mix of icons in here and how you have a good amount of heavy hitters.  Also nice to have a lot of tricks with the icons.  Stinging Insult, Echo, Caverns, Crossfire, etc let you play a shell game and should lead to a lot of unopposed main attacks.
 
Obviously the biggest weakness is that it will likely struggle to hold the force if you dont get the pain train rolling early. Resources may also be an issue, time will tell.  On the upside leaving Echo Caverns open can basically lead to 3 different tricks now, since it buys the new events.
 
Let me know what you think.  Like I said I'll be trying this out all week, and will try to post results.
 
Jedi Affiliation
 
Objectives
2xA Hero's Journey
2xThe Secret of Yavin 4
2xQuestionable Contacts
2xRenegade Squadron Mobilization
2xLast Defense of Hoth
 
Units
2xRenegade Squadron
2xLuke Skywalker
2xHan Solo
2xCol Serra
4xGuardian of Peace
2xTwi'Lek Smuggler
2xRenegade Squadron X-Wing
2xRenegade Squadron Operative
2xC-3PO
2xTwi'Lek Loyalist
2xMunitions Expert
2xRenegade Squadron Recruit
 
Enhancements
2xTrust Your Feelings
2xEcho Caverns
2xJedi Lightsaber
2xDagobah Training Ground
2xCloud City Casino
 
Events
2xSwindled
2xCrossfire
2xA Stinging Insult
2xDon't Get Cocky
2xLightsaber Deflection
 
Fate
2xTwist of Fate
2xTarget of Opportunity

2013 Star Wars: The Card Game Worlds Top 16

X-Wing Ships:

8xX-wing, 4xB-Wing, 2xYT-1300, 4xY-Wing, 4xA-Wing, 2xHWK-290, 3xE-Wing, 5xZ-95, 2xGR-75, 1xCR-90

8xTIE/LN, 11xTIE/IN, 2xTIE/Adv, 4xTIE/as, 3xTIE/Ph, 3xTIE/D, 3xFirespray-31, 3xLambda


#2 Toqtamish

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Posted 26 June 2013 - 11:04 AM

I have a very similar deck idea waiting on Edge of Darkness. It would be Jedi affiliation and then Han, Chewie, Lando, Luke and Old Bens Spirit. I call that one I'd Just As Soon Kiss a Wookiee. 



#3 Hida77

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Posted 01 July 2013 - 02:17 AM

Played this deck quite a bit over the weekend, easily 20+ games against a few different opponents.  It worked pretty well overall, at least as well as some of the better decks currently.  Twist of Fate is particularly brutal with the new Objective, and you are basically immune to your opponent's Twists if you have one undamaged, which is a pretty big plus.  However, it comes out a bit slower than I would like and the two drops in it are a little bit underwhelming by comparison to Jedi equivalents.   

My biggest issue was holding the force.  Its very difficult to get it early since you dont really have any 2-icon guys that you want to commit in the first couple turns and unless you get a few select draws, its hard to steal it from your opponent with only one icon. 

The biggest let-down was Don't Get Cocky.  That card is acually relatively difficult to get off against most Sith-based decks.  You run into a lot of weird situations where you either cant pay for it, cant play it because you barely won edge or lost it, etc.  Obviously against Navy its a rock star, and I didnt struggle to play it as much there, and it can be a big game-changer for that matchup, so I guess that makes up for it to some degree.

The strengths are that Targeted Strike is incredibly dangerous since you have so many ways to adjust your icons to kill even really large things.  In one game I killed a Devastator with a naked Han Solo, using his poke, munitions Expert and Caverns.  Being able to tweak the number of guns you have mean even the biggest/scariest stuff is relatively easy to kill if you win edge or get an unopposed strike.  The deck has a LOT of tricks, making it really difficult to plan defenses against effectively.  I also liked how crazy good Renegade mobilization/last defense are at generating a pretty serious mount of card advantage.  This is the first LS deck where I didnt feel like I was at a disadvantage going into edge with most Sith decks, which is a pretty big plus, since that can put some serious hurt on Sith if they lose, and they cant rely on Twist to get them auto-wins.

Of the games I played I'd say I won about ~60% of the time, with most of my losses coming against various Sith-based decks.  I had hoped that this deck would fare better against Sith because of how aggressive it can be, but most games that was not the case.  The Emporer is a particular problem because you don't really have a good answer to him aside from "Win Edge" which is hardly a lock, especialy if last defense is not around/turned off.

Im going to keep testing, but so far I wouldnt say it was better than what people were already playing lightside, just another alternative.


2013 Star Wars: The Card Game Worlds Top 16

X-Wing Ships:

8xX-wing, 4xB-Wing, 2xYT-1300, 4xY-Wing, 4xA-Wing, 2xHWK-290, 3xE-Wing, 5xZ-95, 2xGR-75, 1xCR-90

8xTIE/LN, 11xTIE/IN, 2xTIE/Adv, 4xTIE/as, 3xTIE/Ph, 3xTIE/D, 3xFirespray-31, 3xLambda





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