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[SW Deck] When I get knocked down, I get up again!

Rebel Alliance Smugglers and Spies Combo Experimental

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#1
CarsonFlintlock

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Afflilation:
Smugglers and Spies (Core Smugglers and Spies)

Total Objective Sets: 10

2x Decoy at Dantooine (14-1)

Wookiee Navigator (14-2)
Rebel Trooper (14-3)
False Lead (14-4)
Fall Back! (14-5)
A New Hope (14-6)

2x Evacuation Procedure (65-1)

Han Solo (65-2)
Toryn Farr (65-3)
Bright Hope (65-4)
Buried Outpost (65-5)
Battle of Hoth (65-6)

2x Asteroid Sanctuary (72-1)

Millennium Falcon (72-2)
Cloud City Opperative (72-3)
Cloud City Guest Quarters (72-4)
Bamboozle (72-5)
Twist of Fate (72-6)

2x Forward Reconnaissance (98-1)

Jan Ors (98-2)
Intel Operative (98-3)
Intel Operative (98-4)
Safe House (98-5)
Twist of Fate (98-6)

2x Along the Gamor Run (109-1)

Hyperspace Marauder (109-2)
Hired Hands (109-3)
Hired Hands (109-4)
Deneba Refueling Station (109-5)
Make Your Own Luck (109-6)

 

Version 1.5 (July 27th, 2014)

 

Try to take advantage of the units, events and pods that refresh your main units for either a unit being sacrificed or returned to your hand.

Click here to view the deck



#2
Jarrett

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I like the Shadow Operatives with Forward Reconnaissance. Direct damage that is controllable is always fun.

#3
CarsonFlintlock

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I have found that the deck does seem to lack a bit of black objective damage, but it's really fun to play. If you can get Bright Hope in play and a couple of Shadow Operatives things are really interesting.

#4
mikado

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There is certain flexibility in taking units from the board back to hand and using them in edge battles. However, this deck seems to lack the punch destroying objectives imho. There's no 'big' units there that withstand punishment and there could be hard time against both navy and sith deck... this kind of tool-box deck might be fun to play if you manage to trigger effective combos regularly - otherwise it seems hard to play with...

Hit and Run could be useful...
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#5
CarsonFlintlock

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I know exactly what you mean. I am going to do more play testing tomorrow and I am thinking of swapping one Fleeing The Empire for one Alderaan's Promise. With it's forced sacrifice card effects it could synergize well with the rest of the deck and then Tantive IV could function as a sort of "big" unit.

#6
KingAnus3

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I have a similar deck and now trying maybe to put the Falcon in. His ability can be good with this type of deck.
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#7
CarsonFlintlock

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The Falcon would work well because almost everything in this deck is a character unit. I am going to be experimenting with this deck tomorrow and I am planning on using the deck as is and then replacing 1 Fleeing The Empire with Alderaan's Promise, and now that you mention it KingA, I will probably replace either the other Fleeing The Empire or 1 Decoy at Dantooine with the Falcon Pod and see how that works.

#8
CarsonFlintlock

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Finally got to test this.... and to nobodies surprise it was determined that it needed more teeth. The new configuration will be:

2x Commando Operations (much needed black objective damage and resources)
2x Undercover Dealings
2x Evacuation Procedure
2x Forward Reconnaissance
1x Decoy at Dantooine
1x Fleeing the Empire

#9
Jiraiya1969

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Regarding the Shadow Operatives/Forward Reconnaissance combo, does "leaving play" also include picking a card up and putting it back in your hand?

Thanks

#10
Jiraiya1969

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Regarding the Shadow Operatives/Forward Reconnaissance combo, does "leaving play" also include picking a card up and putting it back in your hand?

Thanks

#11
Disguise

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Yes, returning a card to hand also counts as "leaving play". 

 

I have a deck that is very, very, similar to this.  The only difference was that I put in 2x Gamor Run instead of Fleeing the Empire and Decoy at Dantooine.  It seems counter intuitive at first, but it gives you a way of holding the force in a deck that would otherwise be very weak at that.  Not only that, but look at the amount of 1 cost characters in this deck and tell me you wouldn't mind cycling them out of your discard!  Lastly, even if you don't hold the force, Hired Hands can refresh and/or heal Bright Hope to give you a full health blocker at the end of your turn.  


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#12
CarsonFlintlock

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Hired Hands can refresh and/or heal Bright Hope to give you a full health blocker at the end of your turn.  

 

That's a great point. I like it. Hopefully I can get that force pack before the next time I play.



#13
CarsonFlintlock

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I tried the deck out with Commando Operations, but it just didn't seem to synergize with the theme of bouncing units back to my hand well. (maybe I will revisit this pod when I can get my hands on the Gamor Run pod.) Then I tried having 2 Behind Enemy Lines, but it seemed like the only card that worked well was Infiltration. So I decided to look back at some older pods and I settled on Draw Their Fire.

 

Akbar works great with the cards of Fall Back, A New Hope and Tactical Retreat.

So the new configuration is:

2x Draw Their Fire

2x Decoy at Dantooine

2x Undercover Dealings
2x Evacuation Procedure
2x Forward Reconnaissance



#14
CarsonFlintlock

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I have a similar deck and now trying maybe to put the Falcon in. His ability can be good with this type of deck.

 

I don't know why I didn't listen to you earlier...my bad.

 

New deck configuration, and now the Falcon is here:

2x Decoy at Dantooine

2x Evacuation Procedure

2x Forward Reconnaissance

2x Asteroid Sanctuary

2x Along the Gamor Run

 

I loved the 4x Shadow Operatives, but the fact that their damage was edge enabled, and at only 1 health, and the Smuggler affiliation, I dropped the pod for Along the Gamor Run. Hired Hands only draw back is their Forced Reaction, but even that plays well here:

 

Hired Hands can refresh and/or heal Bright Hope to give you a full health blocker at the end of your turn.  

 

The Falcon... How do I love thee? Let me count the ways...nah, everyone knows why it's awesome.

 

Fun (and useful) tactic that I've been using is to attack with a lot of cheapies, and then using A New Hope to return them to my hand and trigger Forward Reconnaissance to destroy an enemy defender or 2.



#15
ohbee86

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I toyed with the idea of board fluctuation in my 'Tricky Rebels deck. Believe it or not, with enough tactics icons, you don't need that many blast icons. All you have to do is stall out your opponent while taking shots at his objectives and in three turns you can crack all three.

#16
Disguise

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A random thought just popped into my head for a variation of this deck:

 

2x Forward Recon

2x Evacuation Procedure

2x Undercover Dealings

2x Wookiee Life Debt

2x Draw Their Fire

 

The idea is to mess with your opponent's combat math as much as humanly possible.  I won't go into why the first 3 pods are good together, since that's already been covered in this thread.  The last two pods may seem a bit odd at first, but let's go through them.

 

Wookiee Life Debt - Gives Wookies Protect Character, which protects fragile units like Jan Ors and Han Solo.  Sure, you might want Han to leave play, but you'd rather that he leaves play on your terms. Stopping Force Choke + Vader from one-shotting Jan is also incredibly useful. 

 

Chewie: An amazing unit no matter how you look at him.  3 cost for a 3 health unit that can protect your characters AND wreck other units in engagements AND 2 blast icons?  What more do I have to say?  Well, actually, one of the problems with Chewie is that he usually dies after a while.  Sure, he might trade 2-for-1, which makes him great, but inevitably he dies.  Well, how about bouncing him back with Jan when he's got 1 health left? Worth a thought. 

Wookiee Warrior: 3 Health, potential to protect, potentially 2 unit damage and 1 blast damage at 2 cost makes for an excellent all around unit.  The black blast is particularly useful in a deck with not much blast going around.  He's tougher, cheaper and more reliable than the Rebel Commando in Commando Operations, which makes him a solid choice.

Let the Wookiee Win:  A great card for messing with combat math in general.  Doubly useful with Chewie.  Still useful with the likes of Intel Operative and Forward Recon since you can strike with the operative, then use Let the Wookiee Win to kill him, drawing a card and doing one more damage.  I can only imagine the look on someone's face when they lose Palpatine to this trick.

Heat of Battle:  More messing with combat math.  Excellent.

 

Draw Their FireNothing special about the objective itself, except that it provides 2 resources, which can be quite useful.

 

Admiral Ackbar - You'll be the one setting your opponent up for a trap.  Splash him down in combat to deal 1 damage to each defender, potentially 2 tactics icons, and then return him to your hand with Jan for another go.  Seriously messes with your opponent's combat math.

X-Wing Escort - Bounce this back to your hand with Jan to force your opponent to sac a vehicle, then do it again next turn.  Edge fodder against Sith decks, hilarious against Navy Walkers or Navy Capital Ships.  

X-Wing - Highly cost efficient and brings a blast icon to the table for 1.  Not stellar, but can't complain.

Fleet Command Center - Resources are always solid, Shielding is also a very good deal for Jan or even Chewie (remember that you can choose to not use a shield, which allows you to let enough damage through to Chewie to kill enemy units but not die until you can bounce him).

Heroic Sacrifice - Anything that lets you make one of your units leave play at action speed is good.  Taking down an enemy Vehicle with it is even better.  Excellent synergy with X-Wing Escort. Optimal synergy would be to sac an X-Wing escort, kill an AT-AT (or similar) and then refresh/heal Bright Hope.

 

So, what do you think?  I know this deck will be headache inducing for my opponents, but not sure if it'll work for me!


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#17
CarsonFlintlock

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I had experimented with most of these pods in some manner or another...except Wookie Life Debt. This deck is chock full of low health characters, it only makes sense that they need protectors.

 

I like it, and I think it could work.

 

Chewie is an excellent candidate for the Hold-Out Blaster (which honestly never really worked for me in the old deck configuration as only the Shadow Ops could use it)

 

The Akbar loop is hilarious to preform ( and if you have a Tactical retreat or two...well then...)

 

If there is an Evac Procedure in play then a unit (preferably the Intel Operative, or maybe Toryn Farr) can be sacrificed (a card drawn, Bright Hope repaired/refreshed) and Fleet Command Center gets all three 3 Focus Token removed. Brilliant.

 

I think I have an unhealthy obsession with Decoy at Dantooine (mostly because it never gets used much), and I think it's only because of how well A New Hope fits in with this deck. That being said, I think it's ONLY because of A New Hope that DaD is here. Granted, Tactical Retreat doesn't force your opponent to return his units, but it does only cost 1 and it is more flexible then ANH.

 

I think that this suggested deck will be the version that I test out tomorrow.


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Also tagged with one or more of these keywords: Rebel Alliance, Smugglers and Spies, Combo, Experimental