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Fearless and Inventive - We don't need their Scum

Star Wars Fearless and Inventive colsanders

A lot of people have been scratching their heads to try and come up with a solid and consistent Scum deck that runs only Scum objectives. Currently, I think that the best way to use S&V is to splash them with other affiliations. The reason for this is the way that most of their objectives are packaged, 1-2-1-1. Meaning a Main drop, two support units and finishing with two supporting cards. The objectives we are going to build around are two that, to me, are absolutely amazing when paired with Imperial Navy, The Hunt for Han Solo and Hunt them Down.

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
There are a lot of very useful cards right there, and your opponent might not want to see them go so easily. Dropping and attacking with the Kihraxz can net you some healthy objective damage and steal some key characters, so they are most certainly not inneffective. It is also devastating if you have The Hunt for Han Solo flipped, these guys can potentially destroy an objective in one attack! The Z-95 is some great anti-Falcon control. If you have one of these guys sitting on the board not exhausted, is your opponent really going to bounce the Falcon? Only if he knows that he doesn't need it anymore. The other cards in these sets offer resources, a fate card, and a control event. Dengar is a solid defender, and the additional text is really just gravy if it activates.

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

Seems a bit short, perhaps talk some about the decks strategy ?

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.
Thanks for the suggestion, I'll be sure to go over a lot more scenarios and combos for the next deck that I talk about.

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.
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KennedyHawk
Jan 28 2014 01:13 PM
The main worry I would have with this deck is resource matching. With 4 scum, 5 imperial and one neutral it's pretty easy to get locked out of imperial resources, even if you get one in your opening set the smart alas player is going to hit the imperial objective to lock down your resources. I struggle to make anything other than a 6/4 deck. Others that looks fun, I look forward to trying out tallon roll with these fighters.
As a tournament level player I agree with Kennedy Hawk. 5/4/1 is too risky a resource split. Even with your 4 main deck imperial resources. You'll lack the resource match consistency of tournament level 7/3 and 8/2 decks.

Other than that, you've pointed out some good combos that should help compete with T1 decks.
It is possible to have only one imp resource, but there a lot of neutral units. Your storm troopers, tuskens, and fighters can all still be played.
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shinobishaw
Jan 28 2014 02:25 PM
Cool column, and cool deck idea! Looking forward to future entries!

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 objective affiliation split is a concern of mine with this deck also. I wanted to drop Jundland for another navy set, but colsanders talked me out of it and it was actually instrumental in one of the wins I had.

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!
Glad to see more SW articles.
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.
If the resource match fear is an issue, I'd try putting in Take Them Prisoner instead of the Tuskans. The objective is 6 strength (which I love) and fuels your Slave 1 and Wing Guard. The Death Star Troopers can be used against sleuths and Detained can fuel Slave 1 or Dengar. And are you ever disappointed to get a Tear This Ship Apart?
And by the way, I love the article and talking about Scum. Keep it up.
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KennedyHawk
Jan 28 2014 07:38 PM

If the resource match fear is an issue, I'd try putting in Take Them Prisoner instead of the Tuskans. The objective is 6 strength (which I love) and fuels your Slave 1 and Wing Guard.


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.
I do like the Take Them Prisoner set, and think it is another great set that works with S&V. The troopers are a little too squishy to defend against the scouts and the tactic icons with the raiders gives them the edge to me. At least in this deck.

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.

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.


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. :)
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helloSTALKER
Feb 01 2014 03:29 PM
I have been experimenting with Scum decks recently and my favorite Scum set is The Hunt for Han Solo paired with Defense Protocol. Z-95s are just a lot of fun to play because they force the light side to reconsider what they want to leave sitting in their hand. Having a couple out combined with Talon Roll lets you disrupt Light Side plans, and even if the revealed card is not a unit, you get a preview of their hand.
Interesting deck. I was testing something similar mid cycle but with more emphasis on Starfighters and capture. It was alright but I think you've inspired me to experiment more.