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Sleuth scouts running the trench

Rebel Alliance

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Objective Set Type

Total Objective Sets: 0
    Try to mulligan the trench run. If not, use sleuths and runners to attack objectives. Use rebel assault and swindled to support attacks. I had a turn 3 win using this deck.
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    12 Comments

    Sleuths are going to make a slow run at the trench. Col Serra's Don't get Cocky could help. Also he helps win edge. The lack of protectors isn't great but 4 Rebel Assaults is pretty mean.
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    Ironswimsuit
    Feb 07 2014 05:40 PM
    I like the Red 2 tricks that this deck opens up. Col Serra benefits greatly from attacking alone in this type of deck, true, and protectors are good for keeping sleuths alive.
    Sith is still top of the DS, it seems, so having a way to deal with Executor and Force Choke are concerns. The deck works well right now, but IF you find the need to tweak it, consider dropping the Arconas for another Han. Here's why. You're only ever going to have 1 Han on the table. This reduces Force Choke targets. And Han is good board control Having that 4th Swindled is good for bouncing blockers(which may also be used as force choke targets to trigger Vader's reaction). Along with Han and the 4 Rebel Assaults, this is even more board control. Also, you can kill/bounce any DS unit with a sacrifice action. And Han's pod has another resource.
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    CataractCowboy
    Feb 07 2014 06:53 PM
    I've always like the idea of trench run but i'm not sure it plays to the strengths of sleuths as well. Part of what has seemed to work for me with sleuths is since they generally attack alone you can spread out the objective damage over 2 or even 3 objectives per turn. Having to focus fire on the death star dial reduces your ability to use your sleuths/blockade runners singly to do more overall damage
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    Ironswimsuit
    Feb 07 2014 06:57 PM
    It works, Cowboy. Trust me. The decktype needs to be able to spread out damage, and can do so, but when that perfect storm hits with trench run and the necessary objectives, it's a beauty to behold.
      • golconda2 likes this
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    brownavenger
    Feb 08 2014 10:15 AM
    I see no need for protectors when I have so many tricks. Also depending on the objectives 1 sleuth undefended could be doing 5 damage to the death star each turn, 6 for a blockade runner.
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    Ironswimsuit
    Feb 08 2014 07:15 PM
    While you can play the game on the assumption that you're going to get at least 2 out of 3 dream starting objectives, a sleuth, trench run, and swindled in your opening hand, it's a good idea to plan for other situations. In fact, it's a good idea to play the deck without going for trench run if only to learn how to deal with the resource and card challenges.
      • CataractCowboy likes this
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    CataractCowboy
    Feb 09 2014 12:33 AM

    While you can play the game on the assumption that you're going to get at least 2 out of 3 dream starting objectives, a sleuth, trench run, and swindled in your opening hand, it's a good idea to plan for other situations. In fact, it's a good idea to play the deck without going for trench run if only to learn how to deal with the resource and card challenges.


    Truth. 5 objective damage from a scout is pretty situational. Sure its do-able, but you can't plan for the best case scenario. When you plan for the worst, all surprises are pleasant.

    While you can play the game on the assumption that you're going to get at least 2 out of 3 dream starting objectives, a sleuth, trench run, and swindled in your opening hand, it's a good idea to plan for other situations. In fact, it's a good idea to play the deck without going for trench run if only to learn how to deal with the resource and card challenges.


    This pretty true of most non Sith decks. If you know how to play them at their worst then when you get the Objective flop you need you'll be better prepared. Light side decks especially rely more on their objectives than the dark side, though Scum can be a bit too objective reliant at times depending on the build.
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    brownavenger
    Feb 09 2014 12:02 PM
    The deck runs well without playing the trench run too. I have won many games where I didnt see the trench run till late so used it as a fate card. I had 2 hans in but took one out for rendars wrath and the arconas work really well with the deck and the objective itself makes the opponent stop and think. Im not saying you are always going to get the ideal starting senario but there are plenty of options.
    Combining sleuth & blockade runner modules with yavin & mobilize seems quite a good combo! I'd switch the Rendar's pod for more aggressive pod such as Hit & Run. Han is definitely a pod for doubling here. Have you considered one of Prep for Evac pod?
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    KennedyHawk
    Feb 18 2014 09:28 PM
    Just to be clear Rebel Assault can't be used on the death star dial correct?

    I think the text says you can engage it like an objective but it is not an objective, so cards like Rebel Assault and Target of Opportunity can't be used to target the death star dial (even enhanced).

    Just to be clear Rebel Assault can't be used on the death star dial correct?

    I think the text says you can engage it like an objective but it is not an objective, so cards like Rebel Assault and Target of Opportunity can't be used to target the death star dial (even enhanced).


    Correct.

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