Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Hoth Smugglers/Rebels
Submitted
bmtrocks
, May 20 2013 06:27 PM | Last updated May 20 2013 08:35 PM
Smugglers and Spies Aggro Theme
Affiliation:
|
|||||||||||
Order by: Objective Set Type Total Objective Sets: 0 |
![]() |
||||||||||
The deck's strategy centers around being able to be aggressive without losing any advantage in the game. The problem with Light Side decks tends to be that they generally have issues with the powerful defense Dark Side decks tend to have. Dark Side decks don't have to be aggressive to win, but Light Side does, which can get mixed results depending on what situation you're in. This is why Preparation of Battle and Renegade Squadron Mobilization are so good in pretty much any Light Side deck. They're not only pods with an array of great cards, but have some of the best cards in the game in the form of Echo Caverns and the AAC-1 Speeder Tank that allow you to effectively play both aggressively without straight up losing everything, and defensively too. Why Rebels instead of Jedi? Well, both are absolutely amazing when combined with the above two pods. However I feel like Jedi have a lot to be desired when it comes to the actual pods to from. The Secret of Yavin 4 for example is an amazing pod full of good cards that really benefits from it being combined with the cards from both Preparation and Renegade. However, cards like Luke Skywalker, Obi-Wan, and Yoda are great cards that I feel like are stuck in mediocre pods (though all three have good objectives). Especially since certain cards work almost exclusively with Jedi or Force Sensitive cards, it becomes difficult to consistently use anything else but those three characters and that's a major issue with the actual deck building process itself. Speaking of deck building, I want to expand on this subject as I feel like the Jedi/Smugglers deck have a harder time dealing with the game than this deck here. In Jedi decks, almost every unit is a Character unit with maybe 2-6 Vehicle units depending on what objectives you run. This is an issue when you're trying to utilize Echo Base. You won't always be facing the standard Sith Control deck, and in Big Red Bus they run both Characters and Vehicles which can throw such decks off. And if you face Imperials with a Jedi/Smugglers deck you're going to be running a lot of dead cards. My deck on the other hand...16 Characters, 10 Vehicles, 2 Creatures. This may be a minor detail to most, and this is in no way discrediting any of the other Light Side decks out there, but having a broader base pretty much makes your deck faced for any match-up out there rather than a couple. Though this aspect isn't simply exclusive to the effect of Echo Base, no matter how you look at things it's the pods and how exactly they benefit the deck that really matter. This is why I paired up the following pods in the initial concept: Preparation of Battle, Renegade Squadron Mobilization, and Hoth Operations. All three pods are Hoth based, and all three have a series of fantastic cards inside each pod. Putting these three pods together really glues the deck together with some amazing synergy. The other two objectives: Questionable Contacts and Fleeing the Empire fill in the other blanks. Questionable Contacts is another pod full of great cards including one of the best Light Side cards in the game: Han Solo. Fleeing the Empire can be questionable at times, but the usage of Twist of Fate is pretty much essential to any deck, the objective itself synergies with the deck's shield theme, and Leia Organa is still one of the best Light Side cards in the game if used skillfully as is You're My Only Hope and Stolen Plans. Another idea for the deck is having low cost units be the large majority of the deck. Light Side, no matter what variation you're running, doesn't have the resource power that Dark Side decks do which can give you dead hands if you're running the standard Jedi decks with Luke, Obi-wan, and Yoda which are all decent to high cost cards and could stun you for an entire turn when you play them from doing anything else. This deck fixes that issue, with only 2 of each 3/4/5 cost cards making the entire deck easy and consistent to play without being reliant on hoping to play a Dagobah Training Grounds or a Cloud City Casino for extra resources. That's the general idea of the deck and I hope to see this type of deck evolve as time goes on. It was a work in progress, but this is what I've built up to after doing weeks of testing. |
|||||||||||
|
|||||||||||
|
Star Wars and all associated elements are © 2012 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
0 Comments