Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Cracken deck write up

* * * * - 2 votes

  • Please log in to reply
101 replies to this topic

#1
kiramode

kiramode

    Advanced Member

  • Members
  • PipPipPip
  • 1836 posts

*
POPULAR

For those that are interested on more fleshed out thoughts on my Cracken deck from Jedimasteradam's online tournament, here you are.

The list:
Rebel
2xCracken
2xPilot Luke
2xMTFBWY
2xOwen
1xWolfmen
1xKyle

Flop priority:
1-MTFBWY
2a-Cracken's objective
2b-Owen's objective
4- Luke's
5- Kyle's
6- Old Ben's

You ideally want 2 brown objectives, but you never want to play H&L or Watcher's if you don't have to. The deck runs fine on one jedi resource. You also never want duplicates of any of them outside of Owen's. Too much value lost. Don't sleep on Luke's objective. It can open up some nasty turns. A fine consolation prize if you don't flop the nuts.

On the main deck; it's all built around the Cracken's pod. In particular, Undercover and the Cracken himself are your best cards.

Undercover is powerful in a subtle way. You don't see immediate results, but it wins in the long run. That card's usage allowed me to close out the game in the finals so fast by getting Obiwan and Luke back in my deck to beef up the number of good edge cards in my deck. The turn before that I used it to get Red five and Yoda back in the deck. That's 15 pips in 4 cards that are now in the deck to help me later. And they did.

You can also use it to get I Have You Now, Seeds, Unfinished Business, Echoes, or anything else you may find helpful later on. In particular, you gain freedom in playing IHYN because you know you'll get plenty of chances to use it. No need to hold it forever.

As for the Cracken, he is probably the most volatile card in the game right now. He ranges from meh, to game breaking based almost entirely on his text. It's not that difficult to get the Cracken to have 2-4 bombs even if you don't flop his objective......but they are all white. So when you attack with him, the difference between winning and losing an edge battle is often times the difference between a minimally damaged objective and a destroyed one. Moreover; should he take out an objective you get to put ANY unit or enhancement that was rescued into play. Just nasty.

I can't think of any other card in the game where something as small as an edge battle swings the utility of a card this much.

So here's how you maximize The Cracken:
1- You need mains. Any main. As long as your opponent groans when you drop them in for free, you're in good shape. Pods where the highest costed unit is 2 are pretty much never played with the Cracken in my decks. In my deck, this is where Luke and Kyle make their money. Those are all double main pods. Those extra mains make it more likely that one will be captured at the start of the game via Planning the Rescue or that at some point I will have an extra main in my hand that I don't totally need and can get it captured via Superior Intelligence. In my finals matchup I sent Red 5 in as a captured card and broke him out via The Cracken in the same turn.

Sidenote on that, more mains also makes Rescue Mission better. In one game of swiss I pulled Luke via Planning the Rescue on turn 0. I placed Luke by himself under one objective and tossed the other 2 elsewhere as Cracken fodder. I later was able to cheat in Luke during one of my refresh phase to A) Get him in for 2. and B ) Have one less card in my hand before my draw phase.

2- You need Phenomenal edge. Not good edge. Not okay edge. Not passable edge. Not fairly solid edge. You need PHENOMENAL edge. You need to be damn near unstoppable when it comes to edge battles. In this deck, there's 87 pips, 3 supporting fires, 2 wolfmen, Owen's objective, 9 3+ pip cards along with the ability to shuffle them back in the deck. You also have card draw/manipulation with the Cracken's chud and Rahn's guidance.

If you can't win edge battles, you might as well act as if The Cracken is blanked by Tarkin every turn.

For all the explosive power the deck has, it's all about the little things. The reason Owen and the Cracken work so well together is that if you flop both of their objectives together you chop 6 cards off the top of your deck. They also both have card draw built into their respective pods. That makes it so the cards that get shuffled back in via Undercover or Owen himself are now much more likely to pop up again. I'm not gonna jump into the math, but know that the odds of pulling a card you want(two copies in the deck) in a 30 card deck where your hand is 6 is about 1/3 if you draw 6. Over 2 draws(Assuming your second draw is either 5 or 6 cards) you're now more likely than not to get said card. Thinning out the deck matters.

You really want to shed cards with this deck. Always discard predraw phase. Just about always toss something as captured via the enhancement if you can spare the resource. And take advantage of Luke's event that lets you scry 1. It's not an auto throwaway in edge battles.

For those interested in resources this one is an interesting case.

The deck only has 4 enhancement resources and 2 owens. Not great IMO. Where it makes up for that is the cost of units. The Cracken, Yoda, Landspeeder, and Red Five(awesome btw) all cost 3. Toss in YYSY, Rescue Mission, free Wolfmen, and The Cracken's reaction and you can get really solid guys on the table with little resources. This is where I've grown to really love Luke's objective. With that on the table and a YYSY or Rescue Mission(provided a main was captured by Planning the Rescue), you can play two main units on turn 1. You pay the 2 for the event during the action window in the refresh, discard a card, draw your two, and then drop Red Five(or something) by double tapping Luke's objective.

Or you could have Owen opening hand and drop 2 mains that way.

The deck is also deceptively good at holding the force. Sure there's not much in the way of Elite in the deck, but who cares. If I swing in with Luke, the last thing I want is for an Emporer's Advisor to lock him out. I'm better off refreshing him with MTFBWY. And he still has 3 pips. As does Red Five and Kyle. You can also commit nudges and a Landspeeder/Cracken to win by 3 on a locked out board to get a wolfmen. With a good number of units in the deck, if you can get 2 strikes out of them you're golden. If they get locked out after the 2nd strike, they've already hit quota. Plus they come back in two turns anyways.

Lastly, if anyone wants to run out this deck, just give it 3-4 games. It takes a bit of time to get used to. Abuse of timing for action windows is critical in the deck. But the deck is a lot of fun and can be competitive. It also can create an appreciation for Pilot Luke's pod. If you ever draw a hand where Luke is your only playable unit, just remember that a Twilek Loyalist or a Sulon could be in that slot instead.
  • DavFlamerock, Crouton, Rio and 13 others like this

#2
Kryptofis

Kryptofis

    Advanced Member

  • Members
  • PipPipPip
  • 256 posts

Thx!



#3
Jarratt

Jarratt

    Advanced Member

  • Members
  • PipPipPip
  • 3660 posts

 

Lastly, if anyone wants to run out this deck, just give it 3-4 games. It takes a bit of time to get used to. Abuse of timing for action windows is critical in the deck. But the deck is a lot of fun and can be competitive. It also can create an appreciation for Pilot Luke's pod. If you ever draw a hand where Luke is your only playable unit, just remember that a Twilek Loyalist or a Sulon could be in that slot instead. 

 

This. So so much. Running the Trench is a set with 2 mains and I Have You Now. Sure those mains aren't as good as some mains, but those other sets don't have I have your now and also have a mostly worthless chud. 


  • Rio likes this

#4
Letux

Letux

    Advanced Member

  • Members
  • PipPipPip
  • 1590 posts
Luke has gotten a bad rap.
During the dark times of Hobbie on the restricted list I got a lot of good mileage out of Luke.

2 Luke
2 Keeyan
2 MTFBWY
2 Heroes of the Rebellion
1 Redemption
1 C&C

I Have You Now is a beast with Jedi edge cards backing it up. (Also Keeyan on Red 5 can be a headache)

Have you played against much Navy? I feel like an early Tarkin to blank Cracken would have swung our game greatly.

#5
pantsyg

pantsyg

    Advanced Member

  • Members
  • PipPipPip
  • 2690 posts

This. So so much. Running the Trench is a set with 2 mains and I Have You Now. Sure those mains aren't as good as some mains, but those other sets don't have I have your now and also have a mostly worthless chud. 

 

The more I play Running the Trench, the more I appreciate having 2 big threats in a single pod. Even if the threats aren't the biggest in the game, it's still better than Main + Chud, especially when your plan is to blow out the edge stack. Pilot Han's set is similar in that regard. 



#6
Scottie

Scottie

    Advanced Member

  • Members
  • PipPipPip
  • 1968 posts
1 x Pilot Luke is going to find it's way into Rebel Character decks because he is a a decent sized body and the ability to copy and recur I Have You Now is stupidly strong.
  • Jarratt and caesaroftheforce like this

#7
Eggzavier

Eggzavier

    Advanced Member

  • Members
  • PipPipPip
  • 292 posts

Would the addition of a commando raid dilute this deck too much?

I'm just imagining more edge manipulation and IHYN shenanigans. 



#8
Letux

Letux

    Advanced Member

  • Members
  • PipPipPip
  • 1590 posts
I will say that adaptive strategy and I have you now is fun.
  • MonteKev likes this

#9
kiramode

kiramode

    Advanced Member

  • Members
  • PipPipPip
  • 1836 posts

Have you played against much Navy? I feel like an early Tarkin to blank Cracken would have swung our game greatly.


Tarkin is a problem. But at least The Cracken becomes an auto blank which prevents Red Five, Yoda, and the Landspeeder from getting blanked.

Against navy the deck plays a little differently. I tend to hold the force more because of the generally weak force holders navy has. I also tend to try to wait to set up R2 and/or IHYN since I have to wait until I ammass enough damage to one-shot an objective anyways.

Tbh, the most trouble that I have with is Guri/sith decks. Because of Guri's objective and counsel, the DS can get a fairly substantial edge boost. Toss that in with the fact that Guri herself is always lurking and getting my big attacks off becomes really hard. Even worse if Iggy B or All out Brawl is on the table. Decks that can beat this deck on edge are really what puts the clamps on it.

In one of the first online Skype games I tried with this deck I ran into an Iggy B/Guri/Sith deck from Mick Cipra and his deck gave it a lot of fits. I think we ran that matchup a few times and each time it was really close. Mick is also really good at optimizing his edge hands.

On the other end if the spectrum, against medfreeman in swiss for the tourney I killed his Thunder flare with a nudj because of IHYN. I then killed a DSSD and Yularen in the same Yoda block because of a 2nd IHYN.....and then I shuffled both back in my deck predraw phase. That was the worst round my opponent could have had. The moisture vaporators went a long way in beefing up my edge hand for defense.

#10
kiramode

kiramode

    Advanced Member

  • Members
  • PipPipPip
  • 1836 posts

Would the addition of a commando raid dilute this deck too much?

I'm just imagining more edge manipulation and IHYN shenanigans.


If cammando raid were to go in the deck I would take out 1x of Luke. Judder's pod could do some interesting stuff, but I just like what Luke's pod brings to the table. Never tried it though.

The Cracken has to be a 2x. He's way too inconsistent otherwise. You also don't really want to go 5-5 resource split. Or worse, run 11 objective and hurt your recurrusion abilities that are the strength of the deck.
  • Eggzavier likes this

#11
Jarratt

Jarratt

    Advanced Member

  • Members
  • PipPipPip
  • 3660 posts

If cammando raid were to go in the deck I would take out 1x of Luke. Judder's pod could do some interesting stuff, but I just like what Luke's pod brings to the table. Never tried it though.

The Cracken has to be a 2x. He's way too inconsistent otherwise. You also don't really want to go 5-5 resource split. Or worse, run 11 objective and hurt your recurrusion abilities that are the strength of the deck.


Every time I've tried to run Trench and Page in a deck together with Jedi I've given up on resource despair. It probably would have been amazing way back when you could run both Yoda's together.
  • Rio likes this

#12
Arkard

Arkard

    Advanced Member

  • Members
  • PipPipPip
  • 1100 posts
I always thought pilot luke goes into a vehicles deck. Which always have crappy edge. I love the thinking here!

#13
Scottie

Scottie

    Advanced Member

  • Members
  • PipPipPip
  • 1968 posts
Pilot Luke is kind of crappy as a pilot. He costs too much, way too much if Tarkin could be involved. And has a variable effect that you have very little control of. The only card you lose by not having many Vehicles in your deck is R2, Red 5 is a solid unit cost and stat wise on its own. Luke is slightly overcosted for just his stats with no ability, but barely so. 4 printed objective damage across the set is nothing to sneeze at.
  • Jackofhearts likes this

#14
kiramode

kiramode

    Advanced Member

  • Members
  • PipPipPip
  • 1836 posts

Pilot Luke is kind of crappy as a pilot. He costs too much, way too much if Tarkin could be involved. And has a variable effect that you have very little control of. The only card you lose by not having many Vehicles in your deck is R2, Red 5 is a solid unit cost and stat wise on its own. Luke is slightly overcosted for just his stats with no ability, but barely so. 4 printed objective damage across the set is nothing to sneeze at.


In all the games I've played with this deck I've never played Luke as a pilot. He just has more value as a guy on foot. The only scenario where I would put Luke as a pilot is if Arden Lynn's enhancement was just used on a high pip card. If Luke can get 3-5 free bombs it's interesting. But even then it would have to be during the conflict phase for that enhancement to trigger. So I'd either have to break Luke out and attach him to a ready ship or use rescue mission to bring him into play attached to a ship......and this would all need to happen in a turn where I just killed a big main that just got placed on the top of the deck.

Way too hard to pull off.

He's perfectly fine as a unit.

#15
darthbs

darthbs

    Advanced Member

  • Members
  • PipPipPip
  • 1063 posts
I think I only played pilot luke once in my jedi/rebel deck which is similar to yours minus the cracken (good find there). Didn't like it and vowed never to do it again.

I do run my deck with keyan though and had an intersting game last night, I had the speeder bike, with keyan and R2 strapped on some how. Instant lock down of 2 units. that supported by the rest of the deck made short work of Sith.

So far I'm finding sith the easier to tackle, navy goes 50/50 depending on who gets the faster start. Scum I tend to have issues with, princes scheme ruins me when I'm trying to win a 'I have you now' edge battle. Its still something I need to practice with is sensing the twist and edge tricks.

All in all though a great deck style and thanks to you kiramode one that everyone can appreciate, I'm now in the process of tweaking mine, to see if I can fit a Cracken in.

Congrats.

#16
Jarratt

Jarratt

    Advanced Member

  • Members
  • PipPipPip
  • 3660 posts
In a Jedi/Rebels Luke deck I have played him as a pilot but only when it wasn't necessary to win the game, kind of like when Mick did the Trench Run just because.

I've tried getting value out of the ability with Rogues and Stay on Target but it hasn't totally paid off. Too inconsistent.

Better as a unit. Those 2 black guns are pretty useful.

#17
sdrewthomson

sdrewthomson

    Advanced Member

  • Members
  • PipPipPip
  • 589 posts

Balance of the Force is the only expansion I don't own. What do you recommend I put in the Wolfmen slot?



#18
sdrewthomson

sdrewthomson

    Advanced Member

  • Members
  • PipPipPip
  • 589 posts

Would Secret of Shantipole work? It's got a couple of mains and a good edge count.



#19
SmokeyJ

SmokeyJ

    Advanced Member

  • Members
  • PipPipPip
  • 587 posts

Would Secret of Shantipole work? It's got a couple of mains and a good edge count.

It'll probably work, but Wolfmen are such a staple, and will never cycle out. I wonder if you could find an open Balance of the Force on ebay for cheap? The multiplayer has been a bit of a flop.



#20
kiramode

kiramode

    Advanced Member

  • Members
  • PipPipPip
  • 1836 posts

Would Secret of Shantipole work? It's got a couple of mains and a good edge count.


I've had an interesting discussion on adding Farlander, but short answer is no IMO. If you were to take out Obi wan I would probably go with either another Kyle or Endor Luke. Losing Obi wan can really hurt what you van do edge wise. Would seriously look into buying that expansion.