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That
Little Droid Did It!
By
Nathanael Tripp
Welcome
everyone to the official launch of the IDC's first set Fall
of the Republic (FotR). We are proud to bring you a very
unique set in the SWTCG universe. It has a strong focus on strengthening
the dark sides growing power and provides some new staples for using
against the "corrupt" light side.

This
deck article featuring cards from the new set will focus on the
evil mastermind behind the fall of the republic
Emperor Palpatine.
Ever since Emperor Palpatine (D) was released many people have been
trying to use him to good effect with dark sides abundant force
gain. But it never clicked the way it could have, now though we
have an insanely viable way to keep the Emperor in fit and fighting
form.
The
newest superstar from FotR is the DD-13 Medical Droid. For three
build you get a unit that is 20 speed, 1 power, and 3 health. Seems
rather unimpressive, but it's the ability that this little guy packs
that sweetens the deal. You can discard this little guy and remove
ALL damage from one of your Jedi or Sith characters. No more choosing
between evading or taking damage because of the force cost in relation
to the Emperor's stats. Now you can use Emperor Palpatine like a
roll of Bounty paper towels and have him be your damage quicker
picker upper. So now that we have the basic synergy in our deck
to keep the Emperor alive lets take a look at the rest of the deck
and see how it comes together.
Character:
(13)
4x DD-13
Medical Droid
3x Emperor
Palpatine (D)
1x Emperor
Palpatine (E)
1x Emperor
Palpatine (C)
2x Darth
Vader (R)
1x San
Hill (A)
1x Tion
Medon (A)
Character
has seven slots already occupied by Emperor Palpatine and the DD-13.
Also needed to keep the deck from falling flat on its face in setup
are a few version of the Emperor to stack. Otherwise you will lose
your very costly Emperor when the turn starts because you have no
force. So throwing in the © and (E) versions of Emperor Palpatine
is a rather good idea. The next choice for character is almost made
for use in Darth Vader (R). Vader is just too good not to run 2-3
copies of (to keep your draws consistent), plus the main downfall
of Emperor Palpatine is the Spirit Deck. He just cannot deal the
damage necessary to kill a spirit no matter how much force you have.
Vader on the other hand with his unpreventable damage can mop the
floor with spirits. The last two cards in the character arena are
super stars in their own rights. San Hill (A) has been a staple
card since AotC with his amazing +2bp just for tapping ability,
and with this deck you are going to need all the BP you can muster.
Tion Medon (A) has that wow factor that comes along every now and
then and just screams at you to play this card. His ability lets
you look at a face down card in your opponents build zone AND remove
a build counter from it. Not only do you gain a tactical advantage
by knowing what your opponent is building, but you also hurt him
in the building of reinforcements. With the setup this deck is running
in character you should be able to deal with most anything that
is thrown your way.
Ground:
(12)
4x Commerce
Guild Droid 81-X
4x Crab
Droid
2x Patrol
Mode Vulture Droid
1x 501st
Legion (A)
1x Grevious'
Wheelbike (A)
Ground
has always been a strong arena for dark side, and it continues to
get stronger. With the inclusion of the 501st Legion (A) the dark
side now has a very strong Hidden Cost unit in every arena. Pair
this with Patrol Mode Vulture and you can lockdown ground with just
two units. But don't count the rest of the units out as just filler
units; they can dish out quite a beating. Commerce Guild Droid 81-X's
have been a unit of choice lately because of their cheap cost and
efficient Ion Cannon ability. The Crab Droid from FotR is one of
those units that while not a ground breaking improvement over other
DS ground units offers a little speed that DS needs. Speaking of
speed Grievous' Wheelbike has more than enough to attack first and
get its hits in. Other than the two podracers there is nothing to
compare to the 70 speed this unit is packing. Now that we have these
two arena's pinned down we need to switch to the most troublesome
arena for DS, space.
Space:
(13)
4x TIE
Interceptor
3x Droid
Tri-Fighter Squadron
3x Buzz
Droid Swarm
2x Endor
Imperial Fleet
1x Grevious'
Starfighter (A)
The
TIE Interceptor and Endor Imperial Fleet have been standard DS space
units for sometime now. They are very efficient in the roles they
play and are too valuable to be replaced. Grievous gets yet another
fancy vehicle in his Starfighter which will see a lot of play from
now on. The final two units in the arena are two need additions
from FotR that are exactly what are needed. The Buzz Droid Swarm
has the ability to deal lethal damage to any Starfighter LS can
play, and with a solid speed and power, this unit can hold its own.
The Droid Tri-Fighter Squad is another efficient unit that DS was
lacking and will see quite a bit of play in the coming months.
Battle:
(6)
3x Dismiss
3x Lightsaber
Throw
Disrupt
is a must in a deck that relies heavily on Mission cards, just one
well placed Foil can ruin your day. And Lightsaber Throw can take
out not only a pesky character but get rid of any location in the
character arena that is giving you fits such as Cloud City Dining
Hall in combination with Falcon (F).
Mission:
(11)
4x Palpatine's
Teachings
3x Capture
Obi-Wan
3x Jedi
Masters Meditation
1x Emperor's
Bidding
Here
is where your plans for domination start. Capture Obi-Wan and Jedi
Masters Meditation are just what the doctor ordered to gain force
quickly to fuel Emperor Palpatine (D). There is a new force gain
card of choice though in Palpatine's Teachings. It lets you gain
force equal to the number of damage counters on one of your Jedi
or Sith characters. Let Emperor Palpatine (D) soak up all the damage,
play Palpatine's Teachings to pump him up even bigger then play
a DD-13 Medical Droid and remove all damage from Palpatine. The
last mission card in the deck is a single copy of Emperor's Bidding.
Not only does it fit the theme of the deck, but it also is a good
failsafe incase you can't quite win and your opponent doesn't have
a Jedi in play.
Equipment:
(2)
2x Lightsaber
Collection (A)
This
card will be the reason to run Sith in abundance. It has no draw
backs, any of the abilities are great. And on the chances you roll
a 6 you will have a super powered Jedi killing machine.
Location:
(2)
2x Imperial
Medical Facility
This
location is really nice for getting as much damage as possible on
Palpatine before using his teachings to gain force like crazy. It
also keeps your other characters healthy, mainly Vader.

Download
this deck and other deck articles for LackeyCCG here.
Thoughts
or comments? Visit the message board thread for this article here.
About
the Author
Nathanael
has been a player since May 2002 and is currently the Playtesting
Chairperson and a member of the IDC Board. He has written a number
of articles for Wizards of the Coast and has been very active with
the SWTCG Hope of the Jedi tournament. Nathanael Tripp has been
a member of both the Wizards and Rebelbasers forums since January
of 2002, posting under the name Ketricel.
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