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Fearless and Inventive - Edge of the Galaxy

Star Wars Fearless and Inventive colsanders

Hello everyone and welcome to the second installment of Fearless and Inventive. In the last article we took a look at some underused Scum objectives and found a good use for them. This week we are going to be looking at a new combination for some Light Side objectives all focused around doing one thing, winning edge battles and striking first and hard.

Since Balance of the Force came out, I have been testing numerous decks with all of the new objective sets, excluding the Mara set. This is mostly because of the drought of new cards to begin with, which I hope FFG can remedy this year(Heroes and Legends is just around the corner!). One of my favorite, and a lot of other peoples favorite is Watchers in the Wasteland. It contains 5 very good, usable cards that can fill gaps in a lot of decks, also, new Obi-Wan people! Better still is the two units that have the fantastic keyword, Edge. So I started thinking, "How can I really use this set to its maximum potential?". The solution I came to was to just abuse those Wolfmen, and the Edge keyword.

The Core of The Deck

The first thing we are going to discuss is the core of the deck itself, which focuses around 5 objectives. When paired together we are going to have 6 units that have the keyword that we want most in this deck which is Edge(1).
  • Watchers in the Wasteland x1
  • Asteroid Sanctuary x2
  • The Last Defense of Hoth x2
Edge, in my opinion, is the second best keyword to have next to Targeted Strike for the Light Side. It is something that the DS really doesn't have a counter for. You can always protect Targeted Strike, or lock down the unit with tactics if you strike first. Edge will always be there, taunting that Twist of Fate in the DS players hand. Asteroid Sanctuary contains everyone's favorite unit with Edge, the Aluminum Falcon, wait Millennium Falcon. The objective itself will pair very nicely with the whole scheme of the deck in winning edge battles, and having a large hand size is pretty crucial to that. Best of all it comes with the best card to actually use with Edge, Twist of Fate. Every DS player knows how fun it is to place 1 edge card down and pass, well, we are turning the tables. We can attack and pass, giving us the upper hand in card advantage.

Our next objective revolves all around winning the edge battles as well, Last Defense of Hoth. Here we get yet another great unit that has Edge, Col Serra(no relation). This guy is going to be an offensive juggernaut, and very hard for the DS player to kill having that 3 health. One very nice combo we have with just these sets is tossing Force Cleansing on him. Now we have a 3 health character that has Edge, will refresh to defend, and heals up if he acutally does take damage? Wow. The event, Don't Get Cocky is going to do some serious burst damage if your opponent is not expecting it, or thinks you are saving a resource for Swindled. Our actual objective itself is really the best card here for the deck purpose. Consider it giving every unit in the deck Edge(x). With this you can really give your opponent headaches if they forget about its ability. Scenario, I swing into my opponents Council of the Sith with a Wolfman and only 3 cards in hand to his 5. One of mine is a Twist of Fate however. I get to pass because of Edge(1), my opponent places a card. I then trigger Last Defense, saving a card in my hand. My opponent places another card as do I, but its my Twist. He can pass here or add another card, not thinking I played a Twist. If he does play another card, we are now even in cards in hand, with my Twist yet to trigger. Once it does, I'm back to Edge(1) and can trigger Last Defense again! Yes, its once per edge battle, making it incredibly usefull with Twist.

Filling out the Rest

So we have a very solid foundation for our deck and are halfway to our 10 objectives. If you notice, a lot of our units are characters. We are also running Jedi which happens to have the best objective in the game at protecting characters, Secret of Yavin. The real bonus here is that the objective's ability will come in very handy because Last Defense of Hoth needs to be undamaged to use, so deflecting attacks will be very crucial. Also, another Twist of Fate! This objective is a perfect compliment to the whole strategy.

At this point, you have 3 Jedi objectives and 4 Smuggler objectives, we have come to the point where we need to decide which affilitation we will focus on. We can run a 7/3 split with Jedi Affiliation, or a 6/4 split with Smuggler. For this article and most testing, I decided to go with the 7/3 split, favoring the resource matching(If requested I will post the 6/4 split list in the comments below.). Either way, of the three remaining objective slots, we are going to have to have some resources. Since we went Jedi Affiliation, this will rule out Lando, which leaves us with the nerf herder himself, Han. Now, Questionable Contacts may not really add to the edge battle focus, but it does add more control events, and the objective will be another way to heal up your characters. It is also the only other option for resources.

We are down to our final objective spot, so why not go back to where we began, Balance of the Force. Rendar's Wrath is such a fun objective and can mesh well with a lot of the cards in the deck. The objective itself pairs so well with Han, his objective, and lightsaber deflection. Dash is such a force. He provides the deck with another 3 health unit, that happens to also be elite, and has those nice black blast icons. His acutal ability might not be used that much because we may be a little tight on resources sometimes. Another great candidate for Force Cleansing as well. The arcona's? O man, these guys are great with half of the events in your deck. Your opponent doesn't declare any defenders? Okay, I will win this edge battle by two and Get a little Cocky, or Crossfire to add a tactic icon. Your opponent only has two defenders and is saving them for your bigger units? Stinging Insult will force them BOTH to defend. Some argue that the 1 health is a downside, but if your opponent wants to use a Force Choke on them instead of someone else, be my guest. Supporting Fire is another great way to make sure you win those edge battles as well.

Another option that we could use for the final set is Frozen Refuge. This set is mostly about resources, which the deck is a little short on, but can still run rather well. It does have the two droids that can be useful in some situations as well, like healing damage on Last Defense of Hoth, or a unit that may be focused down. The Battle of Hoth is always a nice addition as well.

The full decklist shakes down like this:
  • Watchers in the Wasteland x1
  • Secret of Yavin x2
  • Rendar's Wrath x1
  • Asteroid Sanctuary x2
  • The Last Defense of Hoth x2
  • Questionable Contacts x2
Strategy and Tips

Whenever choosing your starting objectives, you should know what the "nut" draw is for the objective setup. Having Secret of Yavin, Last Defense of Hoth, and Asteroid Sanctuary is the best you can hope for. Another great combination is Rendar's Wrath and Questionable, with one of the other three. As far as opening hands go, seeing a resource is usually a keeper, since there are only four. Guardians are also always a plus, especially if you see Sith coming. Attacking on your first turn isn't always necassary. Setting up your board is never bad, and always consider your match-up. Don't drop one of your mains against a Sith deck if he is the only guy on your board. Aggression will say hello. Against Navy, you can defend pretty well, considering they will be hard pressed to win edge battles, and Han can do some serious work against them. Scum...it will really depend on what they are doing. If you see Lucrative Contracts, always be wary of those annoying Corrupt Officials. Reversal of Fate can really ruin your day as well. Do not be afraid of losing your good cards to Last Defense of Hoth. Every card is worth something on the board or in the Edge and if you win an edge battle because Han was placed in there, he still did his job.

Another article in the books, and just as always comments are always appreciated. Can't wait for those Freeholders to go in this deck...

If you can read this, you don't need glasses
  • Amuk, leizeQ, PeekaySK and 6 others like this


10 Comments

I think this deck has real potential to do well in competitive play. It has a lot of cool tricks that the standard big character "super friends" decks don't. I have done pretty well with it in testing with the exception a weird win against the Scum/Executor deck published on Fliptheforce where I should have lost but my opponent decked himself.

Version 2 is slightly more consistent than this list and probably the superior deck, although I like this one better in general because of the ARM.
Good write up.

Edge is a good mechanic to build around. As stated, it compensates for dark side card advantage quite nicely during edge battles and forces your opponent to be cognizant of their hand side.

I love C-3PO in this deck, hes essential for protecting your big hitters from timely removal. Event hate has been scarce in the current meta.

I do think it falls short in both unit and objective damage, as its lacking efficient characters like Luke and Chewbacca. Or clutch cards such as Trust Your Feelings. The best way to compensate for this is attacking as much as possible, but I feel that may play into the current dark side swarm tactics.

All in all, its a fun deck that gets us thinking about edge and may influence future super friends decks once the meta defining False Report pod drops in a a few weeks. Well done.
I only got a one game in with this deck last week and I thought it was interesting. We put it up against Targeted Sith (Matt Kohls deck) and I came up one damage short from winning. My objectives were Rendar's Wrath and x2 Asteroid Sanctuary, Watchers was my 4th so it got shipped to the bottom.

I did make some observations.

First, I didnt have Defense of Hoth and the only Edge unit I saw was the Falcon, so my edge battles were sketchy while attacking. What saved me was the Rendars Wrath. I was able to get a few unopposed attacks in because he couldnt defend like he wanted, and becuase of that I was drawing cards of the x2 Asteroid Sanctuary. Sometimes drawing these cards was good, others it was bad because I had no outlet for the bad ones.

Second, this deck is terrible in the force struggle. You dont want to commit Han, Dash is only 2 icons, I think Col is 1, the Falcon is 3, Obi is 4 be he is x1. Before I knew it the dial was up to 9 and I had only 1 objective destroyed and he had mine heavily damaged. There was a turn when I committed to the Falcon just to slow the dial a little bit. I never saw Obi Wan so that owuld have helped.

You need to get Falcon out by turn 2, if not you just dont have the Blast damage. My first two turns where just trying to discard my hand to draw 6 cards each turn. I didnt hit a Falcon till turn 3 and the dial was already at 6. Granted, once I hit the Falcon I also had Dash, Han and Col in hand so I was able to chain my heavy hitters, but it was 1 damage short with a Dont Get Cocky.
The other thing I have to note is that if you don't have last defense out, and/or multiple edge 1 characters, the edge battles are also a challenge. I didn't really look at the statistics much, but after playing multiple games, i felt the force icon complement overall was a little low. Lots of edge 1 plus the twists make up for that, but if you aren't seeing those cards there is not much to fall back on.

I did not think the force struggle was a big issue, but the meta I play in right now has pretty much shelved their typical sith decks ever since worlds. More testing, particularly against the Sith/Attack Squad and Sith/Executor/Hoth archetypes is certainly warranted. I do feel that the "version 2" alluded to above does a lot better with the force struggle.
We threw this deck into the deep end of the pool right away, sink or swim style. It just didnt have the ability to take the Force back when the DS had multiple 2 Force icon guys committed. The dial was ticking up so fast and it just didnt have enough blast damage to keep up.

What is in version 2?
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KennedyHawk
Feb 11 2014 04:01 PM
Looks neat.

I'll try it out, I think I may swap Rendar's Wrath for Escape from Ord Mantell. The sniper if kept alive from guardins can chip away at those force committed 2 cost chuds (adviser to the emperor) and Bring Em' On will benefit greatly from all the Edge keyworded characters, and you can use this objective to keep Last Defense of Hoth up and running.
V2 is the 6/4 version of the deck I mentioned in the article. Instead of playing 2 Han and Dash, you swap in 2 Luke and Yoda. I didn't get a lot of games in with that version before writing up the article, but I have gotten a few more games in, and I'm leaning towards V2.

As you said TGO, it had problems with the force struggle and Yoda helps in that regard. He also comes with a resource and the objective also helps with costs. Swapping Luke for Han doesn't hurt your offense that much because you pick up Trust your feelings.

Running this version seemed like you could play most of your hand, and didn't have to worry as much about not being able to get the Falcon going.
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AegonTargaryen
Feb 12 2014 08:40 AM
I am afraid V2 does not really allow you to choose the "nut" setup for objectives. As you now run the S&S affiliation, that would leave you with only 1 Jedi resource per turn.
The "nut" draw would just change to the two objectives instead of all three.
Have you given any consideration to A Hero's Resolve? (Similar to what was used in the Col Serra deck that top 16-d at Worlds.) It gives you another objective that helps win edge battles, plenty of force icons, even some resources (Tauntaun - albeit they are a bit fragile).