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The Smuggler's Den - Kingdom Con Regional Champion
Submitted
TinyGrimes
, Apr 08 2013 03:05 PM | Last updated Apr 08 2013 04:01 PM
Jedi Smugglers and Spies Control
- Jazzleflo and therealman like this
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Order by: Objective Set Type Total Objective Sets: 0 |
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"The Smuggler's Den" is the standard Han/Jedi deck. It has an incredible amount of resiliency and versatility. If you get an early big character and your opponent gives you an opening them and start clearing those objectives. If they do not, then those guardians and get set up for the first few turns. Han is the best character in the deck so keep him protected. All the objectives are actually good but I prefer to have out 1 Questionable Contacts, 1 In you Must Go, and 1 Message From Beyond. You should try to mulligan into a hand with either resources and Guardians of the Peace or a big bopper. Han will usually completely wreck Navy decks so keeping a subpar hand against Navy might be worth it if you see Han. A great strategy with the deck is to put stuff like Trust Your Feelings on Twilek Smugglers early if your deck isn't giving you the big boys. Then when you get your Han or Luke, let the Smuggler die and get the enhancement back. By using your enhancements on subpar characters early you can often get a bunch of early damage in while you wait for your good characters. |
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5 Comments
I never had this issue. I know that it is a little tricky to manage where you put your rescources but if you stop and think you rarely have any issues. Remember you can still use the rescourse from QC you just need 1 point on a Jedi objective. Not to mention that you have a ton of training grounds to play as well.
I have had this problem
If I don't get In You Must Go, I have generally been burying Questionable Contacts if there is only one in my starting objective draw. With IYMG you can drop some free jedi enhancements, mitigating the effect of not having the extra resource to match, but I have had a couple tough games where an additional Jedi resource could have let me finish my opponent off a lot earlier. There is also not much more frustrating than the game changing Counter Stroke being stuck in your hand while your opponent gets to have his/her way with you.
I like getting QC out mid game after I am set up and there are already damaged units in play and I can take advantage of the objective. But who knows, I have not had too many games where QC was really useful. Maybe if I get to wreck some people with it more often I'll change my mind.