KnightErrantJR 17 Posted December 7, 2014 All of my decks seem to look good for a couple of turns, and then fall apart right after it looks like they are going to do what they are suppose to do. I know I'm losing Edge battles left and right, and I'm not sure how to tweak that. I know this isn't a great deck, but I'm interested in figuring out what needs to be tweaked. I want it to have a theme (can't help it), but I don't want it to be crippled because of that. I'm trying to put together something that doesn't use the main characters, that is essentially Alliance military. Anyway, tweaks and commentary are more than welcome. "Get better at playing the game is valid," but I would totally appreciate more specifics. Thanks all! Deck Created with CardGameDB.com Star Wars Deckbuilder Total Cards: (50) Affiliation: Rebel Alliance Objective: (10) 2x The Rebel Fleet (Core 11-1) 2x Draw Their Fire (Core 12-1) 2x Hoth Operations (The Desolation of Hoth 38-1) 2x Attack Pattern Delta (The Battle of Hoth 59-1) 2x Green Squadron Deployment (It Binds All Things 118-1) Unit: (28) 2x Home One (Core 11-2) 2x Y-Wing (Core 11-3) 2x Repair Droid (Core 11-4) 2x Admiral Ackbar (Core 12-2) 2x X-Wing Escort (Core 12-3) 2x X-Wing (Core 12-4) 2x Wedge Antilles (The Desolation of Hoth 38-2) 2x Rogue Three (The Desolation of Hoth 38-3) 2x Snowspeeder (The Desolation of Hoth 38-4) 2x Rogue Leader (The Battle of Hoth 59-2) 2x Rogue Two (The Battle of Hoth 59-3) 2x Snowspeeder (The Battle of Hoth 59-4) 2x Liberty (It Binds All Things 118-2) 2x Green Squadron A-Wing (It Binds All Things 118-3) Enhancement: (10) 2x Hidden Outpost (Core 11-5) 2x Fleet Command Center (Core 12-5) 2x Hoth Survival Gear (The Desolation of Hoth 38-5) 2x Snowspeeder Launch Bay (The Battle of Hoth 59-5) 2x Rebel Fighter Bay (It Binds All Things 118-4) Event: (4) 2x Heroic Sacrifice (Core 12-6) 2x Evasive Maneuvers (It Binds All Things 118-5) Fate: (8) 2x Target of Opportunity (Core 11-6) 2x Target of Opportunity (The Desolation of Hoth 38-6) 2x Battle of Hoth (The Battle of Hoth 59-6) 2x Echoes of the Force (It Binds All Things 118-6) Quote Share this post Link to post Share on other sites
Budgernaut 6,255 Posted December 8, 2014 Personally, I think I'd drop Draw Their Fire in favor of The Defense of Yavin 4. You have a lot of really good Vehicles in this deck, and with the objective out, The Defense of Yavin 4 can really accelerate your board position by flooding the board with units. The other 5 cards are also pretty good. Red Two is a really good card and the Y-Wing can get in some good blast damage. I love getting the Astromech Droid Upgrade on Home One. A resource is always nice, and you get one in Hidden Outpost. Finally, you get Rebel Assault which is a really good card. With Rebel Assault, you can either finish off a damaged objective, or you can destroy an opposing enemy, possibly letting you win edge (if you use it against a sole defender before the edge battle starts) or getting the unopposed bonus at the end of the engagement. Quote Share this post Link to post Share on other sites
KnightErrantJR 17 Posted December 9, 2014 That sounds like a good modification. Hopefully I can try it some time before the next game day to see how it plays. Thank you for your time, I really appreciate the advice. Quote Share this post Link to post Share on other sites
MasterJediAdam 99 Posted December 10, 2014 Yeah, I might also add that Blue Squadron support is also pretty good. Smuggler Affiliation 1x Renegade Squadron Mobilization 1x Preparation for Evacuation 1x Blue Squadron Support 1x Attack Pattern Delta 2x Green Squadron Deployment 2x Rebel Fleet 2x Defense of Yavin 4 Gives you 12 targets for APD, 2x Protect units, 3 Hoth Obj for Fate cards and bouncing units, Echo Caverns, 4 Mon Calamari Cruisers, 2x Rebel Assault, Red 2, and Renegade Squadron. It does slightly mix the factions but might play well. 1 Budgernaut reacted to this Quote Share this post Link to post Share on other sites