|
Collective
Supremacy
By
Trent McCrow
In
the trees Snipers carefully select their targets waiting for the
order to unleash their deadly accurate firepower. Walkers trudge
forward to meet the approaching enemy like a herd of Bantha's to
the feeding grounds. Wookie's wait fearlessly, eager to engage the
invaders of their home world. The invasion force approaches from
the water, heading towards the strongholds on the beach. A Separatist
Spider droid rises from the waters deep greeting you with its laser
fire. Terror
. has arrived.

With
the release of the Fall
of the Republic (FOTR) dream card expansion set developed
by the Independent Development Committee (IDC) a new supremacy
surfaces, the Separatist Supremacy. FOTR has provided the tools
for the first Separatist themed decks.
Since
the release of the Phantom Menace set, Trade Federation decks have
been a staple deck-type in most players' collection. A droid deck
is very easy to build and when it comes to the Trade Federation
it can be quite lethal. In previous sets we have been given various
Droid units, like Hailfire
Droid and Commerce
Guild Droid 81-X that have been great units but lack the support
that Trade Federation units have. Finally, in the Fall of the Republic
set, the Separatists have combined to have a Collective Supremacy.
Character
Arena
Undoubtedly,
the most important Character in this deck is Viceroy of the Trade
Federation himself, Nute Gunray (C). He reduces the cost of your
Trade Federation units and we all know build is the lifeline of
your reinforcements. But most importantly he provides all his Trade
Federation buddies with Pay 0 Force ®
Intercept, keeping Nute safe from your opponents attacks.
The 1 point build reduction might seem a little lackluster, but
as most players have experienced when coupled with certain locations
(which I'll cover later) Nute can help pump out all reinforcements
you need while your opponent struggles to hold off your onslaught.
What
would a Separatist deck be with out their fearless Cyborg leader,
General
Grievous (A)? Nute Gunray (C) is a massive target and will attract
a lot of your opponent's firepower, with Grievous in the arena your
opponent will think twice about contesting the character arena.
Both General Grievous (A) and General
Grievous (C) are great attacking units and his other versions
can power him up. With Grievous by Nute's side you'll have a forceful
duo, one that can hold it's own in the Character arena.
In
order to protect Nute and Grievous, this deck has enlisted the use
of their minions, Droids. Infantry
Battle Droid B1 Series can often deploy for zero build and can
take the hits for the Viceroy. Most importantly, when B1 Series
is discarded you can draw a card to replace him. I've found that
your hand will run out very fast, Infantry Battle Droid B1 Series
helps stock your hand so you can strengthen your arenas. It is fitting
to add Grievous bodyguards into the fray, IG-101
Magnaguard. IG-101 does not have the Trade Federation subtype
but he can intercept for Nute if you have run out of Battle Droids
due to their Pay 0 Force ®
Intercept.
Ground
Arena
The Crab
Droid was the first taste of the FOTR set and will make its
presence felt in this deck. Typically, in the Ground arena, Droid
units have sacrificed speed for destructive power, Crab droid ignores
the trend. With 50 speed the Crab Droid will generally have the
first strike and will usually draw first blood as well due to its
4 power and Critical Hit 1. With cost reduction it is easy to fill
the ground arena with these nasty droids, something your opponent
won't like.
The
Trade
Federation STAP is a little beauty. Often deploying for free
and able to intercept this little gem is just the unit you need
to make your opponent sweat. High speeds and Accuracy 1 mean the
STAP can come get that extra 1 or 2 damage you need to clear the
Ground arena.
The
lifeblood of this deck is having units in your hand able to benefit
from all the cost reduction, the Trade
Federation MTT is the card for the job. Expensive at 6 build
this 10/4/4 unit is unattractive, lower the cost to 4 and it is
a different story. The MTT's true worth comes from its ability,
when it's deployed you can search for 3 Trade Federation Droids
and restock your hand.
The
Patrol
Mode Vulture Droid completes your ground forces, the most expensive
unit in the ground arena, but when reduced to 5 build you'd be stupid
not to use it; 20/8/8 Accuracy 1 and Shields 1
What more can
I say.
Space
Arena
Invisible
Hand (A), the Flagship of the Separatist Fleet, is not only
a Capitol Ship destroyer but helps pump out those cheap Droid Starfighters
even cheaper! The Invisible Hand (A) shares the title of 'Most expensive
unit' in this deck with General Grievous (A) and for good reason,
30/7/6 isn't that good but when it comes to unleashing your Droid
swarm this unit is invaluable.
The
Lucrehulk-Class
Battleship is similar to it's predecessors in past sets, slow
and powerful with the ability to supply ground support. Unlike it's
predecessors it can benefit from both the Trade Federation and Separatist
subtypes which will come in handy as more Separatist cards are released.
Swarming
the Space arena are the Trade
Federation Droid Bomber and the Droid
Tri-fighter Squadron. The former will often deploy for zero
build and supports both Space and Ground, with the use of Bombard.
The later is your Starfighter killing machine, it has enough attack
power and speed to rid most of your opponent's starfighters from
the space arena.
Battle
Battle cards are like the Force, they pull everything together,
use the right ones and your deck and you will be rewarded, use the
wrong ones and your deck will turn sour. The most important Battle
card in this deck is Dark
Sacrifice. For 2 Force you can discard one of your units and
all your other units in that arena get + power equal to the discarded
unit's build cost. This card will is invaluable when used with your
bigger units; Invisible Hand (A), General Grievous (A), Patrol Mode
Vulture Droid and Lucrehulk-Class Battleship.
Painful
Reckoning is a very powerful Battle card. For only 4 Force each
damage counter placed on a unit in a specified arena another is
placed. This is excellent for high speed decks as they can deal
their damage before their opponent can strike back. When played
with Dark Sacrifice you swarmed units can clear the arena out for
you, but beware this great combo will be targeted by your opponent's
Disrupt.
The
final Battle included in this deck is Dismiss.
Disrupting Battles is a major part of the Game and should not be
forgotten. Although you have to discard a card that wont be a problem
with this deck.
Mission
The first two Missions, Hatch
a Clone and Take
the Initiative bring all you low cost units back into their
arena to fight another day. This is especially true for Space as
it is the weakest of the 3 arenas. The third, and final, Mission
can break your opponent's spirit. Sacrifice
the Expendable allows you to discard one of your units so you
opponent must discard one of their 5 build or lower units. When
you discard one of your units you got for zero cost and they have
to discard one of their units 5 build or lower they may never get
their reinforcements into the arenas.
Location
Locations are the single most important part of this deck. Since
this deck is about getting all your Separatists out as cheap as
I have included two Locations that will help you make the most of
your build. The first is a new addition to the game, Separatist
Headquarters. For 5 build this Location might seem a little
too expensive, however the benefits will be almost immediate. Every
unit in this deck becomes 1 build cheaper to deploy with Separatist
Headquarters in the Character arena and makes those units Nute Gunray
(C) can't help a tiny bit cheaper.
The
final Location will help you win in Space, Hoth
System. Space not cheap enough with Nute Gunray (C), Separatist
Headquarters and Invisible Hand (A)? Hoth System can help you win
this arena by further reducing the toll on your build supply. The
other reason to have this Location in your deck is to protect you
from some of your opponents Space Locations.

Equipment
There is only one Equipment card in this deck and it is not your
average 'add on' item. Fall of the Republic took Equipment another
step by introducing unique Equipment. Lightsaber
Collection (A) is, in my opinion, the best Equipment ever released.
All the 'power up' options Lightsaber Collection (A) provides you
can help you in your assault on the Character arena. If you roll
a six all five abilities are given to the Equipped unit! When equipped
to Grievous he can become nastier then many of the Sith and Dark
Jedi. Equipping Lightsaber Collection (A) to Nute Gunray can have
a surprising effect also, If Nute rolls a six and gains all five
abilities then he wont need to hide he will become a Jedi killing
machine
.not really. If you're finding it hard to maintain
the Character arena this little beauty of a card can help you maintain
a 'safe and secure society.'
.jpg)
General
Tips
· Get Nute Gunray (C) in the
Character arena during set up. If you don't have him in your starting
hand mulligan 1 or 2 of your cards. If you still don't have him
deploy some chap units to draw him.
· Try and deploy your 'big guns'
in setup. If you can get your Invisible Hand (A) and General Grievous
(A) built in setup it will reduce the toll on your build later on.
· Don't deploy your Trade Federation
MTT's during setup unless you really have to. Most of the time you
can have 3 or 4 build counters on it to finish your setup. Wait
till the first build step so you can draw more of your Separatist
conspirators.
· Don't be shy to play Sacrifice
the Expendable, Painful Reckoning and Dark Sacrifice. But don't
waste them either.
After you have played a few games you will figure out how to make
this deck work with your playing style. Remember the Collective
Supremacy of the CIS forces and may the Build be with you!

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
Trent
has been a player and collector of the game since Attack of the
Clones and is currently the Software Workgroup Leader for the IDC
Graphical Design Sub-committee. This is his first endevour at writing
articles for the SW:TCG and he hopes to write many more. Trent McCrow
has been a member of both Rebelbasers and the Australian Players
Guild (APG) forums, posting under the name IVIaceWindu. He also
currently runs the Dream Card Contest Reborn (DCCR) over at Rebelbasers.com.
|