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Fearless and Inventive - We don't need their Scum
Jan 28 2014 06:05 AM |
colsanders
in Star Wars
Star Wars Fearless and Inventive colsanders
The most notable cards in these two sets are going to be not Dengar but your Fighters, the Z-95 and Kihraxz. Wait, they are fighters? That's right, so they can Talon Roll with the best of those TIEs. Now the best part, is each objective comes with two of these, that way we can just play one of each and still get enough of them into the deck to see, and not get clogged down with them. "But Sanders, the Kihraxz is crap, there are not enough 1 cost units to really trigger their ability." Not so fast my friend, there are a plethora of 1 cost units that are played in some of the top LS decks.
- Repair Droid
- Tauntaun
- Twi'lek Loyalist
- C-3P0
- R2-D2
- Rogue Leader
- Undercover Operative
The next two objectives we are going to add are 2 copies of Carbonite Transport. We get another nice offensive unit, that can survive a fight as a defender if needed. Resources are always welcome as are the two Target of Opportunity. Tractor Beam is the real star of this set, it is incredibly versatile. Is your opponent running Sleuth Scouts? Lock those annoying things up and get to strike again. Are they playing character mains? I have no problem putting this guy in an edge battle.
Now let's move to the Imperial side of the deck. First, you want some Talon Rolls, so its either Kuat Reinforcements or Defense Protocol. Matt Kohls has show how powerful DP is, and we will not be having resource problems with the next few sets we add to the deck, so 2 DP it is. Speaking of resources, Imperial Command is loaded with resources and you get plenty of nice Stormtroopers for defense. Let's throw two of these into the mix.
The next objective I think can arguably be thrown into any DS deck, Repair and Refurbish. More resources, a pseudo Twist of Fate, blast damage, and an unbelievable unit in Thunderflare. Nothing but goodness. This leaves us with one final objective to add. The only thing that seems to be lacking is a few more 2 cost defenders. Hmm...What has a lot of 2 cost defenders and works well with vehicle decks? Jundland Wastes seems like it fits the bill perfectly. Having some tactics is never a bad thing, and if you do run into a mains deck, they won't want to see this flip.
So there it is! Our Scum Fighter deck. Packed with a surprising amount of tricks, offense and defense to keep the LS on its toes:
Scum and Villiany Affiliation
Carbonite Transport x2
The Hunt for Han Solo x1
Hunt them Down x1
Imperial Command x2
Defense Protocol x2
Repair and Refurbish x1
Jundland Wastes x1
Thank you all for reading and any comments on suggestions for future articles are welcome. I'm looking forward to tournament season and some new force packs. For more great deck testing, check out http://www.flipthefo...cles.php?rid=27 and Zach Bunn's articles at http://teamcovenant.com/,
If you can read this you don't need glasses.
- shinobishaw, leizeQ, kurthl33t and 2 others like this
15 Comments
It is similar to a deck my buddy runs. When he gets his Slave One online it really is a beast that can destroy objectives on its own.
I agree with slave 1, it only takes 1 captured card to make this guy a real problem for the LS. One trick I like to do if he is beefed up, is attack, blow up an objective, then tractor beam your own TIE fighter and blow up a second. Works great against a super friends type of deck.
I think that most players get too focused on trying to capture as many units as they can with Scum. You really just need 1, maybe 2, to really start to ramp up on bonuses and call it a day.
Other than that, you've pointed out some good combos that should help compete with T1 decks.
I do agree with Toqtamish- a little more discussion on the deck would be helpful and interesting to read, something like "where is this deck likely to trounce" and "where is it likely to be receiving said trouncing." If you really wanted to get intricate with it, you could revisit the previous deck at the end of each column and talk about whether or not your predictions held up in play.
The kihraxz are pretty fun. Even if they don't capture something they can at least force your opponent to commit to win edge battles that really aren't important to you.
In my opinion, the weak link in this deck is actually Slave 1. A light side with a reasonable amount of tactics will deal with it easily, despite the tractor beam, and without a captured card, it packs too little punch for the resource cost. I want to try replacing that OS with Kuat, for more fighter support, or Death and Despayre to get a more reliable big game closer unit. Either of which would also aleviate my anxiety about the affiliation split.
Otherwise, it's a cool deck, and thanks to colsanders for getting some new Star Wars articles on here!
Looks like a fun and potentially powerful deck. Still, I can't really get myself to like the Kihraxz though. I can deal with the poor cost/stats ratio and the restriction to capture only 1-cost units, but when you add the need to win the edge as well...
To be honest, I find the whole set to be rather lackluster.
Constructive criticism has already been given, and I don't think I have anything to add. Keep up the good work.
Yeah my big fear is what do you do when your opening objectives are 4 Scum and Villainy, half your deck becomes difficult to play, this would mitigate it but it's still possible. In my experience if it's possible it will happen at the worst time.
The next article will probably be light side. I wasn't going to focus on Scum, just using sets that don't see a lot of play. However since Scum gets overlooked a lot, they will most likely be talked about more. One thing I can promise, you will never see a deck on here containing 3 of these 4 objectives: Fall of the Jedi, Emperor's Web, Council of the Sith, and the Executor Arrives.
Also, thanks to Romo on some playtesting data.
Oh well that's too bad. My suggestion for making this deck T1 was to remove everything except 1x Motti, 1x Repair & Refurbish, and 2x Defense Protocol. Add 2x Fall, 2x Web, 2x Counsel.