Thursday, March 7, 2013
Decks - LS no Secrets Jedi
This is the deck I am currently running as my primary LS deck. I currently consider Jedi-based LS decks to be superior to Rebel or mixed ones, because they can control more aspects of the game much more easily. I'll get into this a bit more when I do the Reviews for Rebels, but I think Rebels struggle way too much with winning Edge Battles and contesting the Force Struggle because of a complete lack of force icons for the most part and absolutely no other built-in support for these parts of the game.
Jedi, on the other hand, have lots of tricks, force icons, and most of the really powerful characters readily available to them, making them much more well rounded. The biggest issue facing the LS in the core set is overcoming the massive amount of card advantage the DS gets and winning early edge battles. If you can't do this, you will get swarmed and will be put on the defensive. It is particularly important that you kill a few of the DS's units he puts out in the first few turns, which is why, in my opinion, targeted strike is pivotal. Having it early will mean your opponent will have no choice but to defend (since he will lose guys either way).
So to the deck. This is my current experimental deck. Has a lot of the LS staples but has opted for Last Minute Rescue over The Secret of Yavin 4 for a few reasons. First, LMR has much better force icons spread over multiple cards, which helps immensely with early edge battles. Since my intent is to force my opponent to fight me early in the game, I have to win edge battles to put the hurt on. The next reason is because there is less detriment to the deck. Secret of Yavin gives you 2 shielding guys per set (so 4) and no other guys. This is a detriment to the ability of the deck to threaten without getting a fatty. LMR on the other hand, gives you the Redemption, which is pretty big on its own, and it and the Engineer gives you a similar capability as the Guardians.Pairing that with Return of the Jedi and Force Rejvenation and I think overall its a stronger build.
Affiliation:
Smugglers and Spies
Objectives:
2xA Hero's Journey
2xForgotten Heroes
2xIn You Must Go
2xLast Minute Rescue
2xQuestionable Contacts
Cards:
2xObi-Wan Kenobi
2xRedemption
2xLuke Skywalker
2xHan Solo
2xYoda
2xJedi in Hiding
2xBeliever in the Old Ways
2xCorellian Engineer
2xTwi'lek Smuggler
2xTwi'lek Loyalist
2xTrust in Your Feelings
2xShi-Cho Training
2xJedi Lightsaber
4xDagobah Training Ground
2xCloud City Casino
2xReturn of the Jedi
2xForce Rejuvenation
2xJedi Mind Trick
2xCounter-Stroke
2xSwindled
2xCrossfire
2xEmergency Repairs
2xOur Most Desperate Hour
2xHeat of Battle
So obviously you avoid having to start with Questionable Contacts if you can. Your best objective start is some combo of Hero's Journey, Forgotten Heroes and In You Must Go, preferrably 1 of each.
Your best opening hand will have a resource and either Luke or Han. If my first draw doesnt contain Luke or Han I will mulligan to try and get one. In a perfect world youd have Han and either Obi or Yoda, so you can easily with edge after dropping him, but a couple 3s will also suffice. You have to kill off early people or you will get swarmed. If Han/Luke make it past their first attacks, digging for a buddy is what you want to do. Obviously the best one is Redemption, since it is a threat to objectives and keeps your guys putting pressue on, but Returning an edged Obi can also be really big. If they die, then hopefully you can follow up with another or Return of the Jedi or something. If you can't you have to go defensive and try to win a defended battle or punch your way through.
This is why its soo tough to win as LS. You have to put on early pressure but you can't afford to lose a battle on the attack since the ensuing battle will likely have you losing all your guys,
You also cannot afford to try and play defensively early either. If you dont have a strong showing in the first 2 turns, you will see yourself being faced with 3-4 weenies and some kind of beaters from the DS to your (maybe) 2 big guys by turn 2. The DS will drown you in small guys and try to make you lose a battle on the attack by camping the struggle. This strategy is why Sith is soo hard to beat, they can do all these things relatively easily.
Feedback appreciated!
Labels:
Decks,
Jedi,
Smugglers and Spies,
Star Wars LCG
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