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kingrain777

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Posts posted by kingrain777


  1. Ive just stuck with the "standard" (depending who you ask) 2x luke 2x han 2x chewie 2x falcon 2x secret of yavin. I think that or a 2x han 2x falcon 2x chewie 2x lando and eithe 2 x echo cavs or 2x raise the stakes not for blockade runner really, tho it is a nice surprise if you didnt put it's obj out and someone isn't super vigilant on the cards you've played, but for the fact that that build lets you have all 4 cloud city operatives and swindles. Still not a big fan of col serra, last defense is a bit of a double edged sword, its not jsut a pure plus like some peopel seem to think it is. If you top deck something like a twist of fate at a time that it wasnt really all that helpful, that makes you're opponent fear twist alot less the rest of the game. Just one example, but sometimes it gives out information you dont want it to. It is a really good counter for twist tho. If i was dead set on playing col serra, it would be in place of echo/raise the stakes in the above build, because stingning insult would be alot better, and you can still use the falcon with him. Stinging insult can be VERY powerful with chewbacca. Most of the time though, his pod is kinda meh.

    .

    Vader/Palp arent going anywhere for a LOOONG time. Slueth decks arent consistent enough, you still NEED them against mains, and you can solve the problem of having enough weenies for slueths in the last few pods you choose usually. You just have to know when to edge a palp against a slueth deck and play the 2 cost guys instead etc. People are starting to figure that out.

     

    I think the new pack adds alot to navy/rebels, but for now i'd say it looks to be "fun decks" that have a chance at being top decks, but cant say for sure till they've been around for awhile. May end up with a meta wher this deck beats that deck which beats that deck etc, rock paper sciossors style.

     

    For the most part though i think there is alot more in player skill in this game then people give it credit for and that is the real factor. It can be a swingy game, and you can get bit in a game by bad luck, but you rarely lose a whole MATCH to bad luck.

     

     

    Cloud City Operatives seems over priced and not really great for doing what LS wants: destroying objectives. However, I too have played with all Smuggler builds. I like your " 2x han 2x falcon 2x chewie 2x lando and eithe 2 x echo cavs or 2x raise the stakes" idea. 

     

     

    "Golden Gun"

    Smuggler 

     

    Lando x2

    Han x2  or Chewie x2

    Falcon x2

    Raise the Stakes x2

    Sleuth Scout x2

     

    Before I get slugged here, just consider the deck a thought experiment. I don't think Lando's pod is good enough. I play it for his 2 resource objective and its decent reaction to events. 

     

    Here are the Top 16 results from GenCon (I don't know if these have been posted already).

     

     

    SWLCG Nationals Top 16:

     

    Jon Herr

    Dark Side (Navy): 19,19,20,20,23,23,26,30,30,36

    Light Side (Rebel): 8,8,11,11,44,44,49,49,70,70

     

    Adam Johnson

    Dark Side (Sith): 23,23,26,26,31,32,32,35,56,56

    Light Side (Rebel): 8,8,11,11,12,12,13,13,38,38

     

    Matt Kohls

    Dark Side (Navy): 19,19,20,20,23,23,26,30,30,36

    Light Side (Rebel): 8,8,11,11,44,44,49,49,70,70

     

    Grant Huddleston

    Dark Side (Navy): 19,19,20,20,23,23,26,26,36,87

    Light Side (Smugglers): 15,15,70,70,71,71,72,72,74,74

     

    James Booker

    Dark Side (Scum): 19,19,20,20,23,23,24,80,86,86

    Light Side (Jedi): 1,1,5,5,15,15,69,69,72,72

     

    Jon Wojcik

    Dark Side (Sith): 19,19,20,22,22,23,23,40,40,42

    Light Side (Rebel): 8,8,11,11,44,44,70,70,72,72

     

    David Buschermohle

    Dark Side (Scum): 19,19,20,20,23,23,80,86,86,87

    Light Side (Smugglers): 15,15,69,69,70,71,72,72,74,74

     

    Ron Longhair

    Dark Side (Navy): 19,19,20,20,23,23,25,26,26,36

    Light Side (Jedi): 1,1,5,15,15,53,69,69,72,72 

     

    Adam Huber

    Dark Side (Sith): 19,19,20,20,81,81,82,82,85,85

    Light Side (Smugglers): 15,15,70,70,71,71,72,72,74,74

     

    Garritt Pruim

    Dark Side (Navy): 19,19,20,20,23,23,24,29,46,89

    Light Side (Jedi): 1,1,5,5,15,15,44,44,72,72

     

    Justin McBride

    Dark Side (Navy): 19,19,20,20,23,23,24,26,46,89

    Light Side (Jedi): 1,1,5,5,15,15,44,44,72,72

     

    Zach Bunn

    Dark Side (Navy): 19,19,20,20,23,23,26,26,29,87

    Light Side (Smugglers): 1,1,2,2,5,5,6,15,15,71,71

     

    Ben Hosp

    Dark Side (Navy): 27,27,28,29,31,46,46,50,58,82

    Light Side (Rebel): 8,13,38,38,39,44,44,45,45,73

     

    Tim Fournier

    Dark Side (Scum): 47,47,57,57,80,80,81,81,85,85

    Light Side (Smugglers): 2,2,5,5,15,15,37,37,69,69

     

    Scott Egan

    Dark Side (Navy): 26,26,28,32,32,36,42,56,56,58

    Light Side (Smugglers): 15,15,54,54,69,69,71,71,72,72

     

    Phillip Schrader

    Dark Side (Navy): 26,26,31,31,42,51,51,56,56,58

    Light Side (Smugglers): 15,15,44,70,70,71,71,73,74,74

     

     

    Soooo, Vader is 19 and Palpatine is 23. How often do we see them from 16 DS decks? Out of a possible 32 chances, only 13. That is not a dominate card choice. Clearly still popular, but I think the meta is too young for the moment. Edge of Darkness was a much needed booster. And Col Serra saw ZERO play, so I will concede him to the box. LS builds are all over the place. I think people are still trying to figure out what works. Han Solo, Luke, and Falcon saw lots of play, as well as LS Vehicle decks.  

     

    And where is Chewie in this top 16? Only THREE decks ran him. 3/16 isn't a great showing. His pod isn't good enough.

     

    I am thrilled to run the new Vader's Fist mixed with a trooper defense deck. I don't think the deck will ever want to turn sideways with Navy Vader. Just set up a fortress of unit damage. 

     

    Take this shell:

    "NWA"

    Affiliation: Scum/Villainy 

    Across the Jutland Wastes x2

    Take them Prisoner x2 

    A Dark Time for the Rebellion x2

    Imperial Command x2

    Trandoshan Terror x2

     

    Take out the Trandoshan Terror and add Vader's Fist. Your affiliation would switch to Sith. I can't wait to shuffle up the build. 

     

    "5 oh First Street"

    Sith

     

    Across the Jutland Wastes x2 

    Take them Prisoner x2 

    A Dark Time for the Rebellion x2

    Imperial Command x2

    Vader's Fist x2

     

    You could even go back to a more Hothy build with Sabotage in the Snow x1 and Shadows on the Ice x1; cut Across the Jutland.


  2. Fair enough. Protect pods are great at defense, but light on attack. The push/pull for LS isn't new to the game. 

     

    1) Col Serra's objective is fantastic. Extra edge cards are always needed.

    2) I am aware there are other decks to pick from other than Falcon builds. I am exploring ways/failed ways to abuse the powerful pod. 

     

    What are LS builds you are playing with?

     

    I didn't expect Vader/Palpatine to see much play post Sleuth Scout. Vader was very prominent in the Top 16 at GenCon. I think protect is a great mechanic in the game, but the old Smuggler's Den deck was too light on units. 

     

    The Falcon decks that did well at GenCon did have protect. The Secret of Yavin 4 pod is still preferable than the Wookie LIfe debt. 

     

    Is this something you like better?

     

    Jedi:

     

    Secret of Yavin 4 x2

    Asteroid Sanctuary x2

    A Hero's Journey x2

    Wookie Life Debt x2

    Last Defense of Hoth x2

     

    Or: New Hoth Set Speeder:

     

    Smugglers:

     

    Attack Pattern Delta x2

    Defense of Yavin 4 x2

    Hoth Operations x2

    The Rebel Fleet x2

    Raise the Stakes x2 OR Renegade Squadron Mobilization x2 


  3. I am the author and would be glad to go into more detail. 

     

    Further explanation:

     

    1) Speeder decks main problem is inconsistent objective openings. DS Navy has 2 objectives that cheat capital ships/vehicles ( Deploy the Fleet/Kuat Reinforcements); this creates a consistent way to swarm ships/vehicles into play.

     

    LS Speeder decks only have Defense of Yavin 4, which is amazing, but only 2 out of 10 objectives. The latest Hoth addition may push this deck over the top, but LS too often has to play ships at full cost, which is too slow. 

     

    2) Wookie Life Debt has a great card (Chewbacca), but 1 out of 5 cards isn't good enough. Wookie Warrior is the bulk card in the pod and usually sits with a lowly unit damage icon and that's all. Heat of Battle and Let the Wookie Win are good, but Wookie Warrior is too often a dead card. 

     

    The real issue is who Chebacca is who it is competing with: Luke Skywalker, Col Serra, Han Solo, and Red 5 are all better with Millennium Falcon. 

     

    Thanks for the discussion Marth.


  4. I disagree, i think agro will be the way to go soon enough, with 2 drop AT-AT's in your face shielding that adds blast its gonna be insane.  I think the trick will be how do you blow stuff up and when, playing vrs scouts do you blow stuff up asap? unless its anoat sector no you simple get everything to 3-4 then swing big when the dial is right.

    Navy aggro will have to be able to take 4-5 objectives before LS can get to three. I agree the AT-AT pod will make Navy faster. I don't know if it will be enough though. DS always has a crisis identity in this game, and that isn't bad. The classic: "Who's the beat down?" always helps me consider what kind of deck I am building. LS absolutely cannot sit back and wait out the clock; DS can and I think should play the long game. Essentially, can you as DS live 6 turns? Thats it. If you can force the game sooner, great. Even AT-ATs may need to sit at home with blaster pistols/shielding. 


  5. there is plenty of decks that have answers for sleuths.  i run a sith deck with scum splashed and rarely have issues with he sleuth deck.  the key is understanding the deck and how it functions and what it needs to win fast, and then just playing accordingly.  obviously your going to lose to it on occasion if they get the dream draws and you are getting bad draws, but that happens with every deck.

    I agree. Light side becomes a Paper, Rock, Scissor match: Asteroid Sanctuary and friends is a much different threat than Sleuth; you need a deck that can deal with both turn 1/2 kills from Sleuth and the bouncy midrange feel of Falcon decks. Most LS lists I have seen fail to get Falcon into play on turn 1 consistently. I posted my Falcon and Friends list that hits 5 pretty reliably. The new Vader's Fist pod is a welcome addition to the new face of DS control: Small units that can deal with a variety of units. I don't think DS will be able to go aggro. 


  6. Greetings from the rim. After the Falcon dust has settled and the Sleuths have snuck, I determined to build to beat both. Normally control decks (Dark side) determine what aggro decks are viable. With the Asteroid Sanctuary ridiculousness warping the game--and it was much needed--Dark Side has had to evolve. The little coverage online since EoD has missed, what I believe to be, the real DS decks (GenCon secret tech?). Hint, Big Red Sith or Little Red Sith are not the way to go.

    This quick review will highlight 5 objective sets from each side and why I believe they are critical post EoD. A few homebrew deck lists for you GenCon folks as well. 

    Dark Side:

    1) Across the Judland Wastes

    Yes, I know the objective card is awkward, bad, and possibly crap. That being said, how many objective sets in this game offer 8 units in 10 cards? Not many, if at all. Tusken Raider can fend of Sleuthy Scouts. The Gaffi Stick is a edge battle house and the Bantha is balanced. The objective set has some great interactions with Jawa cards from the set as well. 2 cost units are the new litmus test and (scroll to bottom for "NWA" deck list) the difference between losing 1-2 objectives on your opponents first turn. 

    2) The Tatoine Crash

    I was skeptical at first, but ohhh my. The Jawas do not disappoint. 0 cost control cards are amazing. The focus damage symbol has always dominated this game and 3 to 4 Jawa's on the board are great. The Sandcrawler fails the 2 cost test, but has everything Darkside wants: black unit damage, 3 hit points, and a decent effect, and shielding--all for 3 resources (Slave 1 isn't even close to this good). The objective card is useful as well and has 6 hit points. Icing on the cake: Twist of Fate. 

    3) Imperial Blockade

    The Big Navy builds may be dead post Sleuth Scout, but if they are going to live, it will have this card. The opening objective effect is brutal: Most light side decks are pushing critical 4 and 5 drops turn one. I have had LS players get stuck with Han, Luke, Lando, Falcon several times. Capt. Needa is ok and the event cards are decent. The Imperial I-Class Star Destroyers are really excellent. They are a little cheaper, weaker, but most importantly: they have pistols. If Big Navy has to play defense, these guys are great. 

    Again, Navy may be too fat to play top level this weekend, but I still have a soft spot for hard hulls.

    4) Feeding the Pit

    Money, money, money. This set is big ramp all the way. My Pita Pit decks have generated huge resource counts (deck below) and are really frustrating for LS players. This set has the fantastic Bib Fortuna who generates $ and has a focus combat symbol. Spice visions is borderline broken. The fog combo with Feeding the Pit and The Almighty Sarlacc generates amazing resources. If you don't see the combo, the simple minded Gamorrean Guard does work for 1 resource (black unit damage and 2 hit points), as does the Dragon. Overall, the set is excellent and the key to the Scum and Villain decks, much more so than Jabba, and please don't play the crap that is Slave 1. 

    5) Lastly: Trandoshan Terror

    I don't believe in DS decks that go aggro. This pod is a great defensive set and starts with the most important number 2; 2 resources on multiple objectives makes or breaks most decks. Heat of Battle is not Twist, but it is still fantastic. Bounty is too slow, but can still capture post Falcon jump friends. Bossk is great, but the real hero is...Trandoshan Hunter. 2 is the magic number and these guys are really efficient; Wookie problems? call the Hunter. Scout problems? call the Hunter. This block isn't flashy, but it is part of the Big Green Army. 

    Blah blah blah...Deck Lists! Love them, hate them, please use them.

    NWA: 
    Affiliation: Scum/Villainy 

    Across the Jutland Wastes x2
    Take them Prisoner x2 
    A Dark Time for the Rebellion x2
    Imperial Command x2
    Trandoshan Terror x2

    This deck is a complete gut bucket. It utterly smashes Scout Decks; it has maximum guys with guns, 2 drops and lots of pips for edge battles. It is dull to play, but wins. Variations: Drop the Scum/Villain and add Ambush in the Snow/Shadows in the Ice if you think Scout won't be the dominate deck (it will).

    ***New Hoth set: Switch out Trandoshan Terror for new Sith pod: Vader's Fist x2. Your affiliation would change to Sith as well. 

    Pita Pit: 
    Affiliation: Scum and Villainy

    x2 Jabba's Reach
    x2 The Tatooine Crash
    x2 Trandoshan Terror
    x2 Lucrative Contract
    x2 Feeding the Pit

    This deck has a fist full of Twist of Fates, Reversal of fates. It is really difficult for LS player to ever feel comfortable in edge battles. You will have more resources than you know what to do with. I have played many games where I have 4-6 units on the table. This deck is able to hold its ground against both Falcon and Scout. 

    Last deck: 

    Big Navy (Play at your own risk...Scout decks may crush you, but you will beat everything else hands down. This deck is the most explosive and powerful deck in the game.)

    x2 Death and Despayre
    x2 Kuat Reinforcements 
    x2 The Endor Gambit
    x2 Deploy the Fleet
    x1 General's Imperative
    x1 Imperial Blockade

    **Just saw new Hoth pack: Add x2 Unstoppable Advance in place of General's Imp and x1 ?.

    This deck breaks every rule of the game. If you ever played Magic the Gathering, this deck reminds me of Necropotence + Madness. You are playing the biggest units in the game at speeds LS can't come close to matching. The two above lists are more realistic, but this has raw power. 8 capital ships and objective sets that guarantee you will cheat them in. Don't try to race your opponent, just set up the ship vault and play defense until the clock (Death Star dial) gets to around 7-8. 

    Good luck at GenCon.


  7. I'll cut to the chase: Snowspeeders still won't be good enough; Sleuth Scout is too chancy; Chewbacca's pod is awful; Lando's pod cuts you out of too many options. 

    Here is what you should shuffle up and why:

    "Falcon and Friends"
    Affiliation: Jedi

    Asteroid Sanctuary x2
    A Hero's Journey x2
    Questionable Contacts x2
    Last Defense of Hoth x2
    A Journey to Dagobah x2

    First priority with a deck running a 5 drop Falcon: actually play the card consistently, turn after turn. This deck has 4 out of 10, 2 resource objectives, R2-D2, and a ton of 1 resource generating enhancements. Many builds online have great Falcon interactions but the decks only generate 4 resources 80% of the time on turn one; that doesn't work.

    Looking at your objective effects: 

    1) Last Def of Hoth is fantastic, even if you only get a couple uses.
    2) Most DS players hate attacking Journey to Dag. b/c you go get another one. 
    3) You will have 5 resources the majority of your opening hands, and always by turn 2. I can't stress this enough. Too many decks hope for turn 2-3 for 5 resources. LS doesn't have this luxury. 

    If you are going to cheat with Falcon, this deck gives you solid targets:
    Luke
    Han Solo
    Cor Serra

    In addition, Red 5 is solid. As much as I like Chewie and Lando, their pods don't work enough of the time. This build usually functions even if Falcon stays in the main deck. 

    Negatives:

    1) A couple Jedi cards are dead here: Lightsaber, Twilek Loyalist (ugh). 
    2) Little guy draws: Only drawing your 1 or 2 drop dorks with or without Falcon. 

    Overall, I think this build is the best Falcon build. 

    If you want the Sleuth Scout route, I don't think you want Falcon at all. 

    We shall see.

    (A side note: Obi Wan's pod would be great with Falcon, but his objective set doesn't help get Falcon into play. Yoda...I don't know why people think this is a good idea. If you want Yoda/Enhancements, Falcon is not the route you want. I also tried Falcon + Renegade Squadron + Home One...aka Big Ship but it doesn't work. The larger ships don't have the resource support they need. If LS got a version of Deploy the Fleet, like we do for Kuat Reinforcements, a capital ship style deck for LS would work; until then the deck is too unstable.) 

    Bonus Edge of Darkness LS Objectives NOT named Asteroid Sanctuary:

    1) To Arms!

    If there is a Yoda weapon deck (I'm skeptical), this will be in there. The game's first tutor card lets you dig up any weapon, not any enhancement.

    2) Alderaan's Promise

    I've seen a lot of people poopoo this pod. It is a great filler, since it can't run more than one copy. If there is a speeder deck, or big LS ship deck, this will fit nicely. It generates two resources and has a nice spread of ships, resource cards.

    3)/4) Raise the Stakes and Across the Anoat Sector

    These two go together (sandwich metaphor) and might as well be packaged as a four of. The problems arrises as to what else goes with them. Lando? Falcon? A splash of Rebel speeder? Honestly, I haven't found anything that runs smoothly. I have a feeling that this will be the deck to beat after Hoth finishes its release.

    5) Opening Moves 

    No. Really FFG? This would be an amazing DS card pod. I don't know what the h*ll was going on here. No you don't want to fetch these mines to play defense and watch the Death Star kill the painter woman. No you don't want pistols on the LS attack. Give me star blasts or else.

    Good luck in Indy.

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