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Zekiel

So my Dark Side deck never loses….

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So my Dark Side deck never loses and no matter what deck I build with lightside i'm still seeing 100% DS win results.

Force up palpatine/vader, sit back, tap dudes, more unit damage, never send your guys to attack, good game.

 

Anyone else seeing these results? Making the game really dumb when i'm playing LS.

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There is a DS control deck out there, yes. It will take some tournament play to see how it does with the time limit, but so far it is victorious most of the time.

I have beat it with my LS: Scoundrel Deck a time or two, but it has a better W/L record then other DS decks.

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It'd help if you were a bit more specific about what all is in the deck, I haven't had any builds for either sidethat's been unbeatable.

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I had a similar problem when I first started playing.  I think it was something like 15 or 16 games before I both found a LS deck that worked well and figured out how to play LS correctly.

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Its funny cause ive been the opposite. everytime a friend and myself play with LS, we win, and have found the LS deck too hard to beat. any pointers on your unbeatable DS deck would be appreciated.

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I find with my deck it has a 90% win ratio as well. I hope things change once the first force pack is released.For the record:

2x Heart of the Empire

2x Cruel Interrogations

2x The Emperor's Web

2x Fall of the Jedi

2x Consul of the the Sith

I've also played the variant of Imperial Command over the heart of the Empire. Pretty close to this build with a bit more ramp and tactic prevention. But I really like the extra unit hate and the Defense Fleet.

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A well built and well played Rebel Alliance deck can give the Sith a run for its money. The real benefit of the Rebel Alliance deck is the resource generation afforded by Mobilize the Squadrons. Play lots of units and the Sith will have too much to worry about to effectively control. Be aggressive in your use of Rebel Assault on Objectives and tactical damage on Vader/Palpatine.

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JMCB said:

I find with my deck it has a 90% win ratio as well. I hope things change once the first force pack is released. For the record:
2x Heart of the Empire
2x Cruel Interrogations
2x The Emperor's Web
2x Fall of the Jedi
2x Consul of the the Sith
I've also played the variant of Imperial Command over the heart of the Empire. Pretty close to this build with a bit more ramp and tactic prevention. But I really like the extra unit hate and the Defense Fleet.

Played against this exact deck about 10 minutes ago with my Rebel Alliance deck.

I was able to overcome a first turn Palpatine and a really poor 3rd turn redraw on my part to take the game with the dial at 7.

Jedi heavy decks need to make liberal use of Secrets of Yavin 4.  C3PO can cancel the many events the Sith will throw and the Gaurdians of the Peace can help spread the double Choke damage around.  I also feel as if the Last Minute Rescue set is a must have in this match-up.  Not only is Redeption Choke proof, it's ability means you can absord your opponents damage and destruction events while just replaying key characters.  Return of the Jedi also helps deal with that issue as well as helping mitigate and Interregation yanking a Luke/Han/Obi-Wan.  Force Rejuv can also shed the lock Palpatine may have put on a Trust Your Feelings Luke Skywalker

Rebel decks need to simply flood the field with vechicles.  Forcing your opponent to choke thier own characters to use Vader effect on your vechicles is a nice issue to put in your opponents hands, Especailly if the Heavy Weapon Emplacement is out.  Palpatine can't lock down a everything, and Force Lightning a Y-wing is pretty nice exchange for the Rebels. And Leia can reverse all of Palpatine's hard work and allow you big board to break out in a big way.

I'm not suggesting that this and other Sith decks are easy to beat in anyway, but I haven't seen anything like the unbeatableness the OP or a 90% win rate would suggest.

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Your opponent is playing wrong if they are dropping the Emperor down on turn 1. It's too easy to tactic him out or even kill him with Blaster Encampment and Rebel Assault.

Let's see this rebel list of yours to see if it really stands a chance.

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JMCB said:

 

Your opponent is playing wrong if they are dropping the Emperor down on turn 1. It's too easy to tactic him out or even kill him with Blaster Encampment and Rebel Assault.

Let's see this rebel list of yours to see if it really stands a chance.

 

 

Why am I imagining you saying this as some pro-wrestling cliche?

You can go. Defense x2, Mobilize x2, Draw the Fire x2, Fleeing x2, then either Mission x2, or Fleet x2.  Both work one is more control esque and the other is more brute force.

There isn't much too most deck construction at this point on either end. Niether deck is some curveball secret.

While leading with the Emperor leaves him vunerable, not leading strong against a Rebel deck has its own issues, as they can by turn two take 2-3 objectives sometimes.  Given that they have the easy answer to the Defense Fleet in the form of the X-Wing Escort (since there is nothing to sac other then the fleet) Heart of the Empire is even harder to protect if you put it out.

 

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My deck build is:

 

2x Heart of the Empire
2x Cruel Interrogations
2x The Emperor's Web
2x Fall of the Jedi
2x Consul of the the Sith

 

I have played almost 50 games by now with about a 95% win chance. I know exactly what cards I need to play on LS to win.  DS simply has the edge/force/card/removal advantage every time.

I rebuilt LS deck a dozen times, attempting different variants, all with continued failure.

If the DS player you're playing again loses they're just bad… no offense…just awful. 

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I agree with Scottie and dbmeboy, let's wait and see and that all the decks should be simiiar now.

I remember the old SWCCG when it first came out, it was Vader/Obi-Wan and senses and alters out the butt. More sets will widen out the playing fields, but for now there are combos that are just better than others, but not necessarily dominate

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Zekiel said:

My deck build is:

 

2x Heart of the Empire
2x Cruel Interrogations
2x The Emperor's Web
2x Fall of the Jedi
2x Consul of the the Sith

 

I have played almost 50 games by now with about a 95% win chance. I know exactly what cards I need to play on LS to win.  DS simply has the edge/force/card/removal advantage every time.

I rebuilt LS deck a dozen times, attempting different variants, all with continued failure.

If the DS player you're playing again loses they're just bad… no offense…just awful. 

If the proposed situations are A) There exists a deck that cannot be beaten, or B) The few people you have played against simply haven't figured out how to beat it with their particular LS decks; then I would suggest the more reasonable of the two is B. 

The almost-all-vehicle Rebel decks, as an example, can be quite bothersome for this deck (which is my preferred DS deck, BTW) and there are numerous situations in which you will find yourself at a disadvantage such as no seeing a Vader or having your big boys taken out by Emplacement(s) or Rebel Assault.

The idea of an "unbeatable" deck is pretty absurd.

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I do understand where the OP is coming from.  If you dig back far enough in the forums, you can see that I was having similar issues with DS dominating back in late December.  The actual problem was more of a deck building and play issue than balance issue.  Building and playing LS decks is different than building and playing DS decks.  There are two seperate learning curves for this game and it seems pretty common for players (or groups of players) to figure out one side well before they figure out the other, leading to an apparent imbalance in power level.

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Here is the trick, DS has little to no pressure, LS has pressure if we (the good guys) dont push you we loose.  The catch is if we push to soon, or to late, or with a bad hand, or when you have all your tricks ready its like getting back handed in the face.  To counter this i stoped playing my JEDI deck at all, the Jedi wants build up and roll you, or drop luke fast and beat you down so you cant get back up, and be ready with counters for those force lightnings.  REBEL can bounce back faster, example

Last turn, Dial is at like 10, i got my butt whipped last round by sith control and i gotta push through this phase with my rebs or loose (because i cant win the force vrs sith) my Home one has to make it through, an Xwing attacks as bait to blow up a weak objective, the DS player as he usualy does in this situation defends with Palp hopeing to exaust my Home one and Ywings on the side.  Ackbar pops out, followed by a rebel assault boom emp dies, ackbar taps out his vader and Stormtrooper on the side lines, i dont need to win the force battle so i blast the objective home one comes in no problem and finishes off the other 2 gg.

Tricks for beating Sith.

Play rebel, or control heavy jedi mind trick is mean vrs sith not so bad vrs imperials.

always remember that sith will not be attacking 90% of the time.  SO if you have a bad hand you have to attack regardless to dump the bad cards to get a fresh hand.  This game is all about cycling through your cards, you need the swindle and the hvy blaster and the 30 xwings that your gunna dump.

vaders targeted strike with saber only works when he attacks

do many multiple attacks per turn instead of 1 big attack = this links up with my next statement/idea

win the force by being a jerk, maybe they have 2 defenders left and they are holding the force from you, are they gunna let you do free dmg on an objective and defend with there force commited units, or are they gunna defend and let you take the force for the turn. (repair droids and rookies make good force stealers)

Also, dont hold onto anything if you cant really use it 1 turn out dump it, play Astro droids on whatever is up dont hold it to play it on red2 that 1 less card you draw every turn is the red2 that you need 90% of the time.  Also unless your hand is the best! muli for that HVY blaster, ALSO if you can RBL assault them to keep the force 1st turn DO IT ALWAYS

last but not least, Twiliek smuggler is prolly the best oppening attack in the game, its a must defend she is fantastic they have to defend you and the have to win the edge its really really good.

my rebels currently that win alot:

2 draw their fire

2 questionable contacts (sub out for mobilize if you want but this is just such a good pod)

2 rebel fleets

2 mission briefs

2 Yaven

Notice i dont run any twists, because as i see it rebels objective is not to win the edge battle its to avoid ever having to be in it at all.

 

Last last last but not least, i do think LS has a bigger learning curve then DS.  I think the decks play in a style that is unique to each deck were turtling to win is not a new concept at all.

Hope that helps.

 

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