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No Disintegrations - Sith Evolution

Star Wars No Disintegrations Ketricel

Welcome back once again to another week of No Disintegrations, last week we went over the evolution of the Rebel archetype and I felt like it might be good to continue along that vein this week by going over the evolution of the Sith deck type. As opposed to the previous Rebel article which showcased an ever evolving deck, Sith have stayed very true to a core concept which relies on a few key objective sets. Since the initial release of the core set every Sith deck has been built around the following two or three objectives:

Fall of the Jedi (19-1)
The Emperor's Web (23-1)
Counsel of the Sith (20-1)

With these three core objectives we have seen the true adaptability of the Sith deck shine through, because with each Force Pack that has been released the deck has stayed very near to a control deck at heart. Currently there are three main out branchings of Sith Control that have had success at the Regional tournament level. Let’s take a look at the three main contenders.

Hoth Lockdown:
Affiliation:
Imperial Navy (Core)

Total Objective Sets: (10)

2x Fall of the Jedi (Core)
Darth Vader (Core)
Dark Side Apprentice (Core)
Vader's Lightsaber (Core)
Force Choke (Core)
Heat of Battle (Core)

1x Counsel of the Sith (Core)
Advisor to the Emperor (Core)
Kuati Security Team (Core)
Sith Library (Core)
Dark Precognition (Core)
Twist of Fate (Core)

2x The Emperor's Web (Core)
Emperor Palpatine (Core)
Emperor's Royal Guard (Core)
Sith Library (Core)
Force Lightning (Core)
Force Choke (Core)

2x Death and Despayre (Core)
Devastator (Core)
Imperial Officer (Core)
Control Room (Core)
Defense Upgrade (Core)
Heat of Battle (Core)

2x The Killing Cold (The Desolation of Hoth)
Icetromper (The Desolation of Hoth)
Icetromper (The Desolation of Hoth)
Fear (The Desolation of Hoth)
The Desolation of Hoth (The Desolation of Hoth)
Twist of Fate (The Desolation of Hoth)

1x Shadows on the Ice (The Desolation of Hoth)
Wampa (The Desolation of Hoth)
Wampa (The Desolation of Hoth)
Succumb to the Cold! (The Desolation of Hoth)
Succumb to the Cold! (The Desolation of Hoth)
Battle of Hoth (The Desolation of Hoth)

This deck was an absolute monster taking home quite a few Regional wins over the course of the first few weekends of the season. With the main light side deck of the time being Smugglers Den this deck was a near perfect counter to it with Icetrompers and Palpatine being able to lock down all their big characters. It even had a few silver bullets against Rebels in the form of Wampa and oddly enough Defense Upgrade which can put objectives out of reach until you can get out a Palpatine or a Darth Vader to protect them. This deck was the first in the long line of good; but slow, Sith Control decks.

Pros:
- Tactics Icons
- Survivability
- Edge Battles
- Board control

Cons:
- Little Objective damage (outside of Devastator)
- Slow

Big Red Bus:
Affiliation:
Imperial Navy (Core)

Total Objective Sets: (10)

2x Fall of the Jedi (Core)
Darth Vader (Core)
Dark Side Apprentice (Core)
Vader's Lightsaber (Core)
Force Choke (Core)
Heat of Battle (Core)

2x Counsel of the Sith (Core)
Advisor to the Emperor (Core)
Kuati Security Team (Core)
Sith Library (Core)
Dark Precognition (Core)
Twist of Fate (Core)

2x The Emperor's Web (Core)
Emperor Palpatine (Core)
Emperor's Royal Guard (Core)
Sith Library (Core)
Force Lightning (Core)
Force Choke (Core)

2x Death and Despayre (Core)
Devastator (Core)
Imperial Officer (Core)
Control Room (Core)
Defense Upgrade (Core)
Heat of Battle (Core)

2x Defense Protocol (Core)
TIE Attack Squadron (Core)
TIE Fighter (Core)
Tallon Roll (Core)
Death from Above (Core)
Twist of Fate (Core)

I have a soft spot for this deck because I piloted it to a Regional win and it didn’t let me down all day. The version I was running that day actually had one Deploy the Fleet and one Defense Protocol, but after some extra testing I found that the extra Twist of Fate and TIE Attack Squadron was a bit more consistent in being able to clear out a cluttered board. This version of the deck plays a bit more aggressive than other versions because you generally are going to want to attack with Darth Vader and TIE Attack Squadron to throw around the Targeted Strike. Overall I think this is the “best” version of Sith Control currently, though the last two objectives are interchangeable with whatever works best in your play environment (in place of Defense Protocol).

Pros:
- Tactics Icons
- Survivability
- Edge Battles
- Board control
- Targeted Strike

Cons:
- Objective damage

Pure Sith Control:
Affiliation:
Sith (Core)

Total Objective Sets: (10)

2x Fall of the Jedi (Core)
Darth Vader (Core)
Dark Side Apprentice (Core)
Vader's Lightsaber (Core)
Force Choke (Core)
Heat of Battle (Core)

2x Counsel of the Sith (Core)
Advisor to the Emperor (Core)
Kuati Security Team (Core)
Sith Library (Core)
Dark Precognition (Core)
Twist of Fate (Core)

2x The Emperor's Web (Core)
Emperor Palpatine (Core)
Emperor's Royal Guard (Core)
Sith Library (Core)
Force Lightning (Core)
Force Choke (Core)

2x Cruel Interrogations (Core)
Interrogation Droid (Core)
Interrogation Droid (Core)
ISB Interrogators (Core)
Intimidated (Core)
Interrogation (Core)

2x The Killing Cold (The Desolation of Hoth)
Icetromper (The Desolation of Hoth)
Icetromper (The Desolation of Hoth)
Fear (The Desolation of Hoth)
The Desolation of Hoth (The Desolation of Hoth)
Twist of Fate (The Desolation of Hoth)

This deck is very similar to the first deck in this post except it trades out the extra offense from Death and Despayre in favor of even more control from Cruel Interrogations. Gaining the extra tactics and the ability to disrupt your opponent’s hand is really nice, but the hit to the offensive capacity of the deck makes me a bit afraid to run this deck because of how fast light side decks are getting in the current environment. The deck is still very good and I really like the entire Cruel Interrogations objective set so it is a very viable option that people should consider.

Pros:
- Tactics Icons
- Survivability
- Edge Battles
- Board control
- Hand control

Cons:
- Slow
- Objective Damage

And now time for a deck that I have been toying around with for the past few days. From the few games I have been able to put in with it I have found it to be really fun, however it still seems to be lacking something to make it more than just a casual pet deck that I will continue to toy around with.

Look Ma’ No Hand

Affiliation:
Scum and Villainy (Core)

Total Objective Sets: (10)

2x Imperial Command (Core)
Admiral Motti (Core)
Duty Officer (Core)
Heavy Stormtrooper Squad (Core)
Heavy Stormtrooper Squad (Core)
Orbital Bombardment (Core)

2x Take Them Prisoner (Core)
Death Star Trooper (Core)
Death Star Trooper (Core)
Detained (Core)
Trooper Assault (Core)
Tear This Ship Apart (Core)

2x Deploy the Fleet (The Search For Skywalker)
Death Squadron Star Destroyer (The Search For Skywalker)
Death Squadron Star Destroyer (The Search For Skywalker)
Fleet Navigator (The Search For Skywalker)
Death Squadron Command (The Search For Skywalker)
Admiral's Orders (The Search For Skywalker)

2x Jabba's Orders (The Search For Skywalker)
Weequay Elite (The Search For Skywalker)
Weequay Elite (The Search For Skywalker)
Jawa Trading Crawler (The Search For Skywalker)
Jabba's Palace (The Search For Skywalker)
Get Me Solo! (The Search For Skywalker)

2x The Hunt for Han Solo (A Dark Time)
Ugnaught (A Dark Time)
Z-95 Headhunter (A Dark Time)
Z-95 Headhunter (A Dark Time)
Cloud CIty Incinerator (A Dark Time)
Carbonite Chamber Activation (A Dark Time)

I was inspired to work on this deck after listening to Ben talk about it on the latest episode of The Smugglers Den. Instead of going with Defense Protocol I wanted to try out the deck with Imperial Command for the extra resources, Orbital Bombardment, and some more Troopers for Trooper Assault. So far while the deck is amazingly fun and at times has moments of greatness it just isn’t there yet. I have a sinking feeling that with Edge of Darkness this deck will take off and finally be playable at more than just a casual level. I would like to hear what everyone out there in reader land thinks so please post in the comments below and if you have your own pet decks that you want to share please feel free to do that as well.

Next timeI really want to tear into some pet deck(s), so if you have something you would like to see discussed please either post a comment below or PM me on the CardgameDB forums otherwise you get to see my mad creations mwhahahaha. Thanks again for tuning in for No Disintegrations, if you have a particular deck you would like to see discussed in the coming weeks please leave a comment. As always without each and every one of the valued members here at CardgameDB.com I would be writing to no one so I thank you for your time and may the top deck always be with you!
  • 4wallz likes this


7 Comments

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Ironswimsuit
Jun 04 2013 07:57 PM
I was thinking about one of the themes of this article last night after giving a pal of mine a core set(I told him if he bought one, I'd get the other for him). Sith has three strong sets from the core set that we will probably see in most decks for the duration of this game. Navy has at least Death and Despayre. There's probably never going to be a time when Questionable Contacts, Hero's Journey, Mobilize...etc won't be used in tournament play. I really like this for new players. Given, we are only three packs deep so far, but the core sets having such cornerstones for deck can do a lot to keep this game alive. As things stand on a casual level, using Sith as an example, having these strong sets reduces the risk(for the lazy player) of experimentation. A player can try any number of new strategies with relative safety, and may come up with some local meta shifting decks in the process.
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Jesterlaughing13
Jun 04 2013 08:30 PM
I like Tiny's Devastating Sith build myself, with 2 Death and Despayre, 1 Deploy the Fleet, and 1 Killing Cold. I love how fast it is with turn 2 Palpatine or Devastator.
I love the Pure Sith Control for the same reason you like the Big Red Bus: it was a reliable deck that definitely helped me win my first regional. Now, I can't boast that it won every game like you can, but it's still a good deck.

Your pet deck is quite interesting. I like everything about it except for Deploy the Fleet. I would probably drop that in favor of Defense Protocol. Tallon Roll or Death From Above with the Z-95s could be really neat. You'd also get that awesome objective for board control. Finally, I have a hard time without a Twist of Fate in my deck; it might be my favorite card in the game.

As far as future decks, I'd like to see some people talk more about straight-Jedi decks. They seem to have been splashed with Smugglers and Spies from the very beginning, but I think there is potential for Jedi to do really well as a mono-affiliation deck. I've been playing with some of the lesser-used Jedi objective sets and there are some real gems in there: It Binds All Things was awesome for me in one game where I was able to use a couple Mind Tricks and recur them right away to make sure the evil Sith were well and truly locked down. Emergency Repair healed an objective that was on the brink of destruction, buying me enough time to get my last point of damage. We all talked in the beginning about the awesome combo of pitching Luke or Kenobi to the edge battle and resurrecting them with Return of the Jedi, but I just don't see it used much even though it's really good. So why are Jedi so often splashed with S&S? Is it because Jedi are weak without them, or is it because S&S is so good?
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Jesterlaughing13
Jun 04 2013 10:32 PM
Han Solo. That's why Smugglers and Spies is splashed into Jedi decks. Han with trust your feelings backed up with a guardian is amazing.
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Ironswimsuit
Jun 05 2013 03:12 PM
Questionable Contacts may just be the best all around objective set the LS has. It's all board control and it has a resource. And as previously mentioned Han is a beast. A second big character with Targeted Strike in a deck is way good.
Ya I think with all the new pure Jedi and Jedi/Smuggler decks running around lately that I will focus my next article around that. Thanks for the ideas and comments :)
I was inspired to try to create a capture deck that was identical to your last one there, but I didn't like the lack of resources. Jabba's Orders gives us Jabba's Palace, but it's unique so we can only have one out. Deploy The Fleet and Imperial Command have resources, but they're unit cards and pitifully vulnerable to shutdown from Jedi/Smuggler tactics.

To combat this I swapped out Imperial Command for Death and Despayre. It gives us Control Room (x2) and also Defense Upgrade which synergizes nicely with Jabba's Palace in making objectives harder to destroy.

I swapped Deploy the Fleet for The Bespin Exchange to further enhance the capture theme.

I find this is not only fun to play, but can be a powerful counter to smuggler/Jedi characters loaded with enhancements. You done striking with Solo? I'll detain him. Boba Fett just injured Luke? I'll capture him. Bye bye, enhancements. Old Ben's Spirit is useless if you capture rather than destroy.


"Hunt Them Down"

Death and Despayre x2
Take Them Prisoner x2
The Bespin Exchange x2
Jabba's Orders x2
The Hunt For Han Solo x2