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Smuggler's Sprint

Rebel Alliance Smugglers and Spies Aggro Combo Tournament Quality
  • Kealios likes this

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Objective Set Type

Total Objective Sets: 0
    Some may have seen me play this earlier today on Tiny's stream and I think it's one of the most powerful LS decks right now.

    The main idea is to use your Blockade Runner and Sleuth Scouts in combination with Swindled, Renegade Squadron X-Wing, and Rebel Assault to get unopposed challenges that do tons of damage thanks to Raise the Stakes and Across the Anoat Sector.

    This deck usually does 4-10 objective damage on the first turn if you get decent draws. Keep in mind that it is a very low-resource deck and there are many tricks, so there is not much room for error (I'm still learning how to play it better).

    While this deck can have explosive openings, it does (as any combo deck does) rely on some luck. If you don't see any "good" starting objectives (Raise the Stakes, Anoat Sector, and Defense of Yavin 4) on your opening draw, then it will be a bit uphill. Also, if you have no Blockade Runner or Sleuth Scouts in your opening hand, strongly consider a mulligan.

    If your opponent knows how to play against the deck, it can also struggle. This deck won't win many edge battles and if they swarm the board with weenies, you might have problems.

    Anyway, I really like this deck. It's very aggressive and fun to play!
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
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    31 Comments

    Makes sense. I may check out this archetype next, but not sure it fits my playstyle.
    Have you tried this against the Desolation of Hoth deck against it? Seems like that might be the harder match up.
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    RedSquadronK
    Jul 25 2013 07:00 AM
    So far this deck has about an 80% win rate and the losses have been very close.

    I played one game against Desolation of Hoth and was able to Rebel Assault his Motti turn 1 and keep the board clear from there. I think I won with the dial at 5.

    The more I play the deck the more I like it. Navy definitely seems like the toughest match-up, but it's still got a great chance.
    What are your thoughts on Last defense of hoth in there?

    It got 2 good cards in the x-wing and don't get cocky but the rest of the pod seems kinda sad.
    If you want the deck to be more consistent that seems to be the pod to switch. Have you tried prepare for evac in it's place?
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    RedSquadronK
    Jul 25 2013 03:46 PM

    What are your thoughts on Last defense of hoth in there?


    Right now I like it, but I agree it will be the first set to be switched out if I make changes. There are 3 options I've been considering, but I've only tested Col Serra so far:

    Last Defense of Hoth:
    Decent Objective
    Renegade Squad X-Wing has won me games, by attacking and then still having its ability to use.
    Don't Get Cocky can play great mind games.
    Col Serra can occasionally give you the blast damage you need for a good attack.

    Prepare for Evacuation:
    Situational Objective
    Protect Y-Wings seem like they'd be pretty good and definitely the reason to play this objective.
    Ion Cannon Burst seems situationally decent.

    Renegade Squadron Mobilization:
    Potentially great objective for this deck (with all your Swindled's and Rebel Assaults).
    Echo Caverns is always amazing.
    There have been many times where I could've won a turn or two earlier if I had a Target of Opportunity.


    Probably any of these choices are valid. I guess I do like Col Serra in part because I feel like he doesn't fit in any other deck and actually makes sense here, so it's nice to put him to use.

    Let me know if you test a variant and how it works out!
    I have been testing this deck without Last Defense of Hoth and with Renegade Squadron Mobilization. I've played it probably 12 times and lost once with it (due to really pesky Corrupt officials wiping my damage 3 times...). It's a solid deck and the RSM objective can really draw you up some cards quickly.
    There are a lot of variants out there:

    Core Pods: Yavin - Anoath - Raise the Stakes
    Choices: Falcon - Renegade - Mobilise - Han - Last Defense of Hoth

    It's a rather strong deck, but I feel a lot of people just don't know how to deal with the deck yet. And there are some really strong counters out there like royal guards and jawas.
    Even tusken raiders are SUPER annoying.
      • TGO likes this

    There are a lot of variants out there:

    Core Pods: Yavin - Anoath - Raise the Stakes
    Choices: Falcon - Renegade - Mobilise - Han - Last Defense of Hoth

    It's a rather strong deck, but I feel a lot of people just don't know how to deal with the deck yet. And there are some really strong counters out there like royal guards and jawas.
    Even tusken raiders are SUPER annoying.


    I have liked the version with Falcon x2, Anoat x2, RTS x2, DoY4 x2, Renegade x1, Han x1

    Cloud City Operatives are super good and I like them better then the Renegade Squadron X-Wing in this deck. The Falcon flashing in a Cloud City Operative during an engagement to unfocus a Sleuth Scout is pretty good. It is even better if you get to unfocus the Sleuth Scout and focus a 2nd defender in the engagement. Hit for anywhere from 2-6 damage in the engagement, yes please.

    The Falcon is such an amazing card. I think it is way better than Echo Caverns and thats saying something.
    Woops my list wasnt complete! There is also the Tiny Prep for evac variation (which I personally don't like as much)

    I agree Falcon is crazy good ;) It makes the game so much more tactical to play. While echo caverns is great, I had so many games now where dark sides just utinni the card RIGHT when I play it, that i'm like oh crap, there go 2 resources for nothing... The Scum or Scum/Siths are often sitting on so much free resource that you never know if they are bluffing or having that untinni in hand, or even explosive cask..
    I think the Falcon version is superior from the little testing I've played with the deck - if they tactic it out, you swap it with a character then play it again next turn. If it's about to die, you just use the action window to return it back to your hand. The action windows make the Falcon pretty much immune to damage (or even cards like Force Lightning). You also get another Cloud City Operative in the set, as well as a 2 resource enhancement, and Twist of Fate.
    I think that a lot of players will build DS decks around the slueth scout. No longer can you have palp on the field and defend. I think this deck is good but it has a lot of hard counters that can really mess with the flow of it.

    Edit:
    My phone posted before I was finished:p

    This deck has a terribly fast win window. The issue is that if your opponnet has 2 cost units out they can defend with out a issue. I do see that the swindled and the rebel assult is useful however.

    I look forward to testing this!
    I think this deck is a lot better than pre-EoD rebels after some test games.

    I have liked the version with Falcon x2, Anoat x2, RTS x2, DoY4 x2, Renegade x1, Han x1

    Cloud City Operatives are super good and I like them better then the Renegade Squadron X-Wing in this deck. The Falcon flashing in a Cloud City Operative during an engagement to unfocus a Sleuth Scout is pretty good. It is even better if you get to unfocus the Sleuth Scout and focus a 2nd defender in the engagement. Hit for anywhere from 2-6 damage in the engagement, yes please.

    The Falcon is such an amazing card. I think it is way better than Echo Caverns and thats saying something.


    This version has major resource problems. Only 6. Am playing now and hating on it
    I havent actually tried this yet, but I think a Smugglers Run which is a bit slower could be a tad more consistent. Blockade, Sleuth, Han, Falcon, Lando. You give up Rebel Assaults, but gain a repeatable removal in Lando. With 6 resources the deck seems like it can play both for the quick easy win and the long game against decks prepared for it. Plus the deck has 4 operatives which allows for more tricks. I'll be looking to test this deck this week.
    yea, the more I play with this deck build I get a strange sense of rebel decks; it can work, you *can* overwhelm your opponent in 3-4 turns, and you'll think the deck is fine.

    However, after testing..

    -Falcon doesn't have many combos in this build, so you lose synergy there
    -Assuming that you get Sleuths / blockades out early, you're really banking on your opponent not having an answer, and a solid control deck will (especially with bounty/capture) and navy has built in chuds
    -Resources, resources, and resources. If you are unfortunate enough to draw bad OR have a turn 1 or turn Utinni, get ready to never see falcon or only play 1-2 cards a turn.

    I'm sure people will run this deck, and I'm sure I will lose to it, but I'm going to sway towards...


    I havent actually tried this yet, but I think a Smugglers Run which is a bit slower could be a tad more consistent. Blockade, Sleuth, Han, Falcon, Lando. You give up Rebel Assaults, but gain a repeatable removal in Lando. With 6 resources the deck seems like it can play both for the quick easy win and the long game against decks prepared for it. Plus the deck has 4 operatives which allows for more tricks. I'll be looking to test this deck this week.


    Consistency is my main problem as well...that and true synergy. None of the deck layouts make me 100% happy.
    I have 3 versions of this type of deck currently in testing. Version 1 was: Sleuth Scouts, Blockade Runner, Col Serra, Lando and Han. I won on my second turn using this version. But in another game Col Serra's stuff didn't really help so I took him out and put in the Falcon. Not sure I like that version yet as I don't really feel like the Falcon is at its best in a somewhat character lite deck.

    Version 3 has Sleuth Scouts, Blockade Runner, Han, Defense of Yavin 4, and Prep for Evac. The protector Y-wings in Prep for Evac. plus Across the Anoat Sector or Raise the Stakes could be powerful and Rebel Assault can help you finish off that last objective or take out that one defender.

    So far I really like this deck archetype, it is a lot of fun.

    I have 3 versions of this type of deck currently in testing. Version 1 was: Sleuth Scouts, Blockade Runner, Col Serra, Lando and Han. I won on my second turn using this version. But in another game Col Serra's stuff didn't really help so I took him out and put in the Falcon. Not sure I like that version yet as I don't really feel like the Falcon is at its best in a somewhat character lite deck.

    Version 3 has Sleuth Scouts, Blockade Runner, Han, Defense of Yavin 4, and Prep for Evac. The protector Y-wings in Prep for Evac. plus Across the Anoat Sector or Raise the Stakes could be powerful and Rebel Assault can help you finish off that last objective or take out that one defender.

    So far I really like this deck archetype, it is a lot of fun.


    Capture really hurts the protect mechanic (but then again..capture is good vs. any card!) and Prep for Evac obj set doesn't synergize well. Just my 2 cents. I've been playing this archetype all weekend and been scratching me head over it.

    Capture really hurts the protect mechanic (but then again..capture is good vs. any card!) and Prep for Evac obj set doesn't synergize well. Just my 2 cents. I've been playing this archetype all weekend and been scratching me head over it.


    Well yeah but no deck can be great against every single other one.

    I have 3 versions of this type of deck currently in testing. Version 1 was: Sleuth Scouts, Blockade Runner, Col Serra, Lando and Han. I won on my second turn using this version. But in another game Col Serra's stuff didn't really help so I took him out and put in the Falcon. Not sure I like that version yet as I don't really feel like the Falcon is at its best in a somewhat character lite deck.

    Version 3 has Sleuth Scouts, Blockade Runner, Han, Defense of Yavin 4, and Prep for Evac. The protector Y-wings in Prep for Evac. plus Across the Anoat Sector or Raise the Stakes could be powerful and Rebel Assault can help you finish off that last objective or take out that one defender.

    So far I really like this deck archetype, it is a lot of fun.


    I'm actually trying out two variants of your version 3 right now. I took Han out and am trying it first with the home one pod for more y-wings to be protected and home one to come in and wreck things and another with mobilize the squadrons for the extra rebel assaults and the x-wings. Haven't decided which is better yet

    Capture really hurts the protect mechanic (but then again..capture is good vs. any card!) and Prep for Evac obj set doesn't synergize well. Just my 2 cents. I've been playing this archetype all weekend and been scratching me head over it.


    If you expect to see DS Battle of Hoth decks, Prep for Evac is a beast. Also while the Protectors doesn't help setup unopposed as well as swindled or renegade x-wing there are 2 of them in each pod and brings some consistency to a othwerwise somewhat inconsistant deck.

    My current version is Sleuth, Blockade runner, Echo Caverns, Prep for Evac, Yavin 4.
    Really liking this deck. Probably the best Light side deck right now. It's like what Rebels were meant to be x10.

    I do say that that ironically, Scum and Desolation of Hoth decks are probably the best matchups the deck has even though both are considered to be the worst of the playable Dark Side decks right now.
    I've been trying this deck out with Op's deck but with Mobilize the Squadrons instead of Han.

    Not sure yet if it's better but it sure is aggressive. The objective is great for extra early resources to help empty your hand, and how I believe the ability of it works you can play a Swindeled before your first refresh and remove the focus using the objective the very first turn. Makes for a real good kick start. 4x rebel assault is always nice and the pod is generally very cheap. X-wing is a super solid 1 drop. Covering is situationally a good finisher. I wouldn't play the trench run, but it's decent for edge.

    I would recommend trying this tweak for any one who likes being as aggro as possible.

    2x sleuths
    2x blockade runner
    2x last defense of hoth
    2x defense of Y4
    2x mobilize the squadrons
    While its not actually as good as some of the variants posted in this topic, I like running the Jedi version of this deck. Yup, I said it.

    Jedi Affiliation

    2x Journey to Dagobah
    2x Prepare for Evacuation
    2x Asteroid Sanctuary
    2x Raise the Stakes
    2x Across the Anoat Sector

    Starting Jedi Affiliation means your opponent is less likely to keep a solid sleuth scout-resistant hand and more something aimed against Jedi. You also get degenerate plays with R2-D2 / Bulk Action Transport with Cloud City Operatives, and Red 5 can push damage through with a Renegade Squadron Y-Wing on the board. I'm not crazy about the objectives, but Journey to Dagobah blowing up ensures an Anoat Sector out.

    While its not actually as good as some of the variants posted in this topic, I like running the Jedi version of this deck. Yup, I said it.

    Jedi Affiliation

    2x Journey to Dagobah
    2x Prepare for Evacuation
    2x Asteroid Sanctuary
    2x Raise the Stakes
    2x Across the Anoat Sector

    Starting Jedi Affiliation means your opponent is less likely to keep a solid sleuth scout-resistant hand and more something aimed against Jedi. You also get degenerate plays with R2-D2 / Bulk Action Transport with Cloud City Operatives, and Red 5 can push damage through with a Renegade Squadron Y-Wing on the board. I'm not crazy about the objectives, but Journey to Dagobah blowing up ensures an Anoat Sector out.


    Seems like a fun decklist, I guess the falcon is good enough even if you cannot put any expensive characters into play?

    Seems like a fun decklist, I guess the falcon is good enough even if you cannot put any expensive characters into play?


    You could swap out the ywings for Han but it makes Red 5 vulnerable.

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