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come to my handy

Smugglers and Spies
  • TheyLive likes this

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Objective Set Type

Total Objective Sets: 0
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    6 Comments

    Photo
    MasterJediAdam
    Feb 10 2013 09:29 PM
    I am curious how this works out for you. It would seem that the Mothma and Engineers are almost lost cards, as the likelihood of getting out Mission Briefing and/or keeping it on table is low ...

    It would seem that the Mothma and Engineers are almost lost cards, as the likelihood of getting out Mission Briefing and/or keeping it on table is low ...


    Provided I have done my math right (and honestly I'm not so sure, that I have :P ) there is 66.(6)% chance, that at least one Mission Briefing will end up among 4 objectives you choose from at the beginning of the game. And since both Mothma and Engineers have 2 force icons, calling them almost lost cards is a bit of exaggeration.
    Photo
    MasterJediAdam
    Feb 12 2013 04:21 AM
    You are correct. There is a 2/3 chance that you will draw one of them in your opening hand.
    This deck is great at drawing cards but it has no real offense. I fear it would be crushed by heavy sith decks or a well rounded navy deck.

    Can you give us some of your results soon, I'm curious how it did on the field.
    Photo
    MasterJediAdam
    Feb 20 2013 05:49 AM
    Concur on the significant lack of offensive characters ...
    I play this deck using 1,3,5,9,15. The trick is you really want to maximize pressure with your targeted strike in addition to HBE. I just don't think that Yoda/Ewoks help much; if you want to play either then I would cut one of pod 5 for a one of Yoda/Ewok pod. That said, Playing 5 non-jedi pods is asking for trouble; gives far greater odds (0.0238%) of getting no jedi objectives and leaves you far more vulnerable to a bad flip after a smart DS player attacks your lone Jedi pod.
    As far as Sith, I think that there's a better designed Jedi deck to deal with sith in general; but by including 9 you have the most 'nuts' draws available. As for dealing with Navy, there's not a cohesive Navy deck imo; it's mostly just "WTB turn 1 Devastator into Tie Assault Squadron + Talon Rolls Turn 2" I expect this to change some once Troopers/Ships/Vehicles get fleshed out a bit more.

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