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Benny Hill
Submitted
Ironswimsuit
, Feb 20 2014 05:39 PM | Last updated Feb 21 2014 05:48 AM
Rebel Alliance Jedi Experimental
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Order by: Objective Set Type Total Objective Sets: 0 |
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In an attempt to test how many 1x objectives can work in a deck, here we go. The aim of this deck (apparent or otherwise) is to take the force, then benefit. It might have too many tools which are considered situational, but this is a fairly situational game. Oh, there are 81 force icons in the deck, too. ;) | |||||||||||
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5 Comments
I would maybe swap Vlue squadron Support for Akbar, he had a big ol resource, which can let you shield the moisture farmers for more tatooine protection plus dropping him in on defense to tactics out attackers can be great.
Rapid Fire was an early all star when paired with Heat of Battle. The B-wings didn't show up until they weren't needed.
I'll keep Draw their Fire in mind. Resource management might allow for it, and Ackbar can be pretty well disguised.
After some more experience, here are some thoughts.
Two copies of Supporting Fire are pretty darn good for those iffy edge battles which occur so frequently.(I do not recommend using both copies in one conflict) It's even better since there's also a copy of Twist in the deck. Wolfman is also helpful on the edge side.
Force Struggles are still more about clock control than reliable damage, but that clock control can translate into more reliable damage as the DS is forced to commit to the Force.
The deck still flows fairly well and really tries to maximize on great short term decisions to maintain fluidity. Bad draws can still occur, but it's generally possible to empty out a bad hand.
Secret guardian is amazing:
Chewy can blow up attackers.
Cloud city operative can wreck some havoc, and then get played again.
Saboteur can kill a nasty sith holocron (or DS resource).
You can even secret guardian in the Rebel Han solo to trigger a free search when he comes back to your hand!