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JustinMcBride

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Posts posted by JustinMcBride


  1. stormwolf27 said:

    JustinMcBride said:

     

    I can see that everyone's opinion here seems valid. In all of my playing of the game recently though, I have yet to actually have any rules disagreements over Trunch Run.

    The REAL question here is why are you actually putting Trench Run into play? Edge that card away…

     

     

    Since I switched from Jedi to Rebel… 3 games, 3 - T3 wins… that's why.

     

    It was merely a joke. However, I have had multiple turn two wins with a rebel deck and those did NOT use Trench Run. Why waste the card and the resource? :)


  2. I played six game using a deck built to use the combo. The deck was horrible. In six games, I never pulled off the combo. Way too much needed to pull it of. However, if It Binds All Things is ever reprinted in another objective set (or new card with a similar function is printed) the deck could work as there would be more pieces for the combo to be enabled.


  3. agnos said:

    I think the best DS deck right now is:

    Imperial Navy

    Fall of The Jedi x2

    Council of the Sith x2

    The Emperor's Web x2

    Cruel Intentions x2

    Imperial Command x2

    I could see cutting one Cruel Intentions for a Reconnaissance Mission for the extra cards and another Twist.  I just really prefer the information and tactics icons that Cruel Intentions gives.  No matter what DS deck is the best, I really think that it will include Imperial Command x2 for a long time.  Having a double resource objective that has two resource characters and two solid blocking units is pretty good.  It also gives you your late game punch in Orbital Bombardment.  I really underestimated the Imperial Command pod in general until I saw a friend using it.  Then I started messing around with it; I'm likely going to mess around with it in other decks still.

     

    For LS I'm far less sure on what's the right play.  Right now I really like this build as it gives you the best chance to steal tempo.  Here:

    Smugglers and Spies

    A Hero's Journey x2

    Forgotten Heroes x2

    Jedi Training x2

    Mission Briefing x2

    Questionable Contacts x2 

    I think that this build gives you the greatest option to play aggressively and grab options.  

    Wow, our decks are almost identical! I really have loved playing the SITH deck you posted there. I have been playing it for about two weeks and it is awesome!

    The lightside build is also very similar. The only difference is I keep switching out the Forgotten Heroes set for either In You Must Go (Yoda), Secret of Yavin 4 for character protection or Fleeeing the Empire for Leia combo shenanigans.

    From my playing experience, you can splash Mission Breifing in most Jedi decks with no real drawback. The important card (Blaster Encampment) is free, and the A-Wings require no match. Mon Mothma is a great card to edge away.


  4. While I can see that the deck seems somewhat resilient I don't think it looks unbeatable at all. While there are some powerful synergies in your list, it just doesn't look as powerful as you suggest. It does have some weaknesses that you should look towards exploiting. First, really take a good look at the timing windows of the game so you can understand the framework of timing. Then play a SITH deck. I think you will start to notice you will win more games. I have noticed that most players complain about being swept when they don't truly realize how the game works. My two cents…


  5. The turn three dark side win, very rare but it happened… 

    A turn one Devastator, Imperial Officer and Tarkin (with the objective that reduced costs of vehicles, Recon Mission and Tarkin's Death Star Objective -  just discarded the rest of my hand.) Force merged the Officer. Go…

    Light side playd Red 5, swung in. No Blocks dealt 4. Turn.

    Death star dial now at 3. Turn two: Orbital Bombardment. Dropped a Backstabber in combat with a Tie Fighter deployed that turn, and swung. Payed 1 for Devastator. Dial at 4. Attacked with Devestator. Dial at 6. Payed 1 to move to 7. Attacked objective 3 with Tarkin. Dealt 2. End Turn.

    Lightside played Luke. Attacked with Luke. Luke killed Tarkin. Turn.

    Turn 3 - DS dial now at 9. No play for the turn. Attacked with everything at objective. Win. 


  6. Like other TCGs (in this case LCC), it really depends on how you build your deck. I too noticed that with the precon decks, it did feel a litle lopsided towards the darkside, however, I also noticed that the light side can really get QUICK starts. We started building actual decks and yesterday I was playing for almost a day straight with my buddy, and we saw a couple games where the light side straight up won on LS turn two, and the darkside winning on DS turn 3. It really depends on how your decks is built and your draws. The game is a BLAST to play. Its too bad that this game isn't super competetive, I would quit MTG in a heartbeat if it had a tournament structure like Magic (im a professional player in MTG). Oh well, fun side game for now :)


  7. Like other TCGs (in this case LCC), it really depends on how you build your deck. I too noticed that with the precon decks, it did feel a litle lopsided towards the darkside, however, I also noticed that the light side can really get QUICK starts. We started building actual decks and yesterday I was playing for almost a day straight with my buddy, and we saw a couple games where the light side straight up won on LS turn two, and the darkside winning on DS turn 3. It really depends on how your decks is built and your draws. The game is a BLAST to play. Its too bad that this game isn't super competetive, I would quit MTG in a heartbeat if it had a tournament structure like Magic (im a professional player in MTG). Oh well, fun side game for now :)

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