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Thrawn's Fleet 1.0


  • mkalina123 likes this


9 Comments

Have you got a chance to try this deck out yet?  didn't want to squeeze in imperial blockade?  that could be real brutal if you first turn Thrawn and can just keep them locked out from attacking, and/or heal it with thunderlare and/or repair and refurbish.  and apology accepted with a fair amount of officers could be game winning at the later part of the game.

 

here's another thought.  what about addind in 1x heart of the empire?  another capital ship with shielding, a resource, and force stasis, another card to shut their attacks off and keep imperial blockade from being damaged!  OR OR OR the emperor's sword!  mareek on star destroyers!  and hand of the emperor.  Hmmmm

I like the addition of Grand Admiral Thrawn in this deck, but is the inclusion of 2x Emperor Palpatine really necessary? I think Capt. Needa can help with his discount ability on capital ships, and 2x Devastator should be mandatory. IE will make this deck truly awesome when Chimaera is released. 

I think palpatine is a good add. Gives you more control and another tactics unit to help defend after your big guys swing in.

Would remove DT Project in favor of another Imperial Command or Imperial Blockade. Trying to fetch Motti earlier or getting to play Needa should contribute much more than hoping the objective shows up.

Doubt you'll miss Mohc or the troopers. You can live without the Heat. You lose the Tech Lab but get other forms of resources, plus slightly better edge.

@Boba--yes, tried it out an hour or so before posting it. It played very smoothly. I considered Blockade, but the overall card quality in there is pretty low. Still, it might be a better fit than DTP, which I included for Mohc and some lower-cost units to round out the resource curve. I did also consider Maarek to make the DSSDs even more pressure, and for the control event. The idea is to control the board with Thrawn and send 1 SD in each turn to push damage. I do have to admit I was able to get Thrawn out first turn, so I'm not sure how well the deck would function without seeing him. Good news is you pitch a lot of cards as Navy to attempt to win edge, so you have a good shot of him showing up during a game, hopefully not too late!

 

@Solaris--the Emp himself is a great defensive unit, which this deck needs, and his Protectors back up the other squishy units in the deck as well as being good blockers for cheap. It comes with a resource and the events help control the board vs Jedi, not a Navy specialty, and Palp is great for edge in a deck with 3 Supporting Fire. I think his set is a key part of the deck. I didn't like 2x Devastator because I didn't want to flood the deck with Control Rooms, and I'm not a huge fan of the Imperial Officer. 

 

@Majestaat--DTP is the first set on the cutting block. I included it because I like Mohc's ability to help end the game with extra blast and the troopers help bring down the overall cost curve, but the rest of the set is pretty meh; the objective is a bonus but not something I was building around. The Tech Lab is nice but the deck is swimming in resources, which is also the reason I didn't take another Motti. I'm thinking Emperor's Sword might take this spot in the next iteration, or Defense Protocol to get a Twist in. 

Just make sure that you don't need thrawn to make the deck win.  I played against a deck yesterday with my jedis that had thrawn in it and he came out early.  As soon as he made his first appearance in an engaugement and focused one of my guys, I locked him down with other focus tokens and kept him from unfocusing for the rest of the game. 

 

I tried putting him into an more of an officer deck with some capital ships.  I've only played this deck twice but its done well so far:

 

2x thrawn

2x devastator

2x motti

2x piette

1x deploy the fleet

1x thunderflare

 

This deck gave me another chance to try out piette again.  Running to motti makes it easier to unfocus piette since hes not elite and his pod has a very high edge count as well.  Alot of resources between motti, devastator, and thunderflare pods as well as your 2x resource locations and your deploy the fleet.  I've been able to deploy 2 cap ships on one turn a couple times.

    • pantsyg likes this

After further testing, I've noticed that it is tough to keep Thrawn open. Seeds and Kyles abound, so playing him and committing first turn is a pretty poor play. 2x Deploy the Fleet also seems like too much when most of the targets are offensive units, I generally didn't like drawing into Admiral's Orders or Death Squadron Command. 

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MasterJediAdam
Aug 02 2015 03:04 PM

If 2x Deploy the Fleet is too much, there might be some space for something else. If, for example, you are doing a decent job at controlling the Force, Victory or Death might be a consideration. Others have already pointed at Needa, so that might also be a possibility. I think that when Deploy the Fleet came out, it was a possibility for a 2x, but anymore, especially since it includes all non-unique units (and one of them 2x), it becomes a more difficult choice to include.

I think 2x Deploy the Fleet will become a viable choice once the damage removal set from IE (Yularen) hits the wild, as those cards give you an advantage for having damage on your objective. Imagine getting double duty from objective damage to reduce the cost of a capital ship, then deal 2 to an enemy objective. Yes please. 

 

Usually I like sets with 2x quality non-unique units, but I think DSSDs might be too expensive and their support cards are often bad draws. VOD might be a good replacement, as it also brings 2 non-unique capital ships, and a tactics officer, but I don't know if I want another resource enhancement in the mix.