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Ket's
Deck Clinic #1
By
Nathanael Tripp
Welcome
all to the first installment of Ket's Deck Clinic. In this article
we will take decks made by you - the SWTCG community - and see how
we can make them either more competitive, fun, or just plain wacky.
First off we are going to take a look at a deck submitted by Corjay;
lets see what he has to say about his deck.
"The
original concept was Shielded Intercept and Retaliate for tiny units
with a little Force Denial as extra protection. I've now adjusted
it to be Evaded (Character), Armored (Ground), and Shielded (Space)
Intercept and Retaliate for tiny units." - Corjay

Download this deck and other deck articles
for LackeyCCG here.
What the deck does right:
First off let's look at how this deck is intended to run. We see
in the Character arena smaller evading units. Dark
Woman (A) is one of the best units LS has for the Character
arena; she is very versatile and doesn't put too much of a hurting
on your Force. GH-7's are insanely good, especially in multiples
and with intercept support, so you can dictate where damage goes.
Finis
Valorum (B) is one of my favorite utility units and he really
makes up for the initial cost of playing him if you can keep him
alive.
Ground is pretty
solid with Jabba's Guards protecting Bespin units. This seems like
a very popular strategy currently, but at times it can leave you
hanging with the massive Force gain the Dark Side can generate.
So the crazily efficient Bespin units tend to become a liability.
I'm not going
to go into Space or Battle card selection right now, because I have
a very different view than Corjay about how to set Space and Battle
up. But never fret; we will go into this later.
The Mission
selection seems pretty solid. In my opinion, Explore
the Swamps is one of the best search cards in the game to date,
and should be included in any deck that is planning on running Locations.
Podrace
seems a little clunky, but it could be just what the deck needs
to get a mid-turn Force boost going into Character. Hopefully with
a few minor tweaks in Ground we will be able to assure that we get
the most use out of Podrace.
The Location
choice is pretty standard, although I generally tend to shy away
from Forests
of Endor. Not because it isn't a good card, but mainly because
it is really expensive. You need to get it out first turn to really
see a lot of good come from it. This is a questionable choice, but
a good one either way.
The Equipment
choice for the deck is really solid, and all the Ground units can
benefit from it. The Space units can also get a boost as well if
needed.
What
the deck does wrong and what can we change to fix it:
Let's work our way through the deck again and see if we can point
out a few card selections that are either "wrong" for
the deck, or that could be better. I have never been a fan of Qui-Gon
(C). Pay 2 -> Evade 1 just doesn't cut it in my opinion.
Jek
Porkins (A) may not be the right choice here. He is rather costly
and the bonus he grants isn't that imperative, there could be a
better card choice if you are wanting to give a Space unit Retaliate.
You could use Blast
It!, as you already are, or use units with built-in Retaliate.
Instead you could run Yoda
(J) who has built in damage prevention with Lucky. Also the
under rated Ann
and Tann Gella (A) would be a perfect fit for this deck as it
strips your opponent of power, and allows you to grant Lucky 2 to
a unit of your choice. Also Obi-Wan
Kenobi (Q) is just plain amazing. He not only has Hidden Cost
3, but he comes packed with some really nice stats and Pay 2 ->
Evade 2, which fits this decks theme perfectly.
Ground while
solid could use a few changes. Mainly in taking out the Bespin units;
at this stage in the metagame I don't see them being as much of
a benefit as they used to be. There are some very good units with
Armor available to the Light Side, the only problem is that they
are generally very slow. But with the Intercept/Retaliate ability
of Jabba's
Guards this should be alleviated to an extent. However as mentioned
above, it doesn't help with Podrace to have slower units. Thus this
puts us in a bind
so we need to find a good balance between
defense and speed on our units. That's where Anakin's
Podracer (A) comes in. Packing an insane 80 speed, Pay 1->
Evade 1, and Lucky 1 this little unit can be quite a problem. The
next unit is an oldie but a goodie. The AT-TE
Troop Transport has a solid speed of 50 and decent stats, but
what makes it worth running is Shields 1. I know Ground was supposed
to be Armor based, but what would be better than a unit that has
Shields and Armor? The AT-AP
is an iffy choice in my opinion. It could be better but I think
it fits the theme.
Space
is where the deck falters the most. There are some VERY good units
that seem to have been overlooked such as the Marauder
Class Corvette. It has free Retaliate and Intercept, so getting
two or three of these out and every attack your opponent makes will
see six to nine dice being rolled right back at him. Also to keep
with the Shield strategy in Space you don't get much better than
Modified
YV-330 (A). Stinger (A) is a good unit, but its WAY too expensive
for this deck. The new Jedi Interceptor fits the role that Stinger
(A) left behind rather nicely. Also a pair of Luke's X-Wings
should round out Space rather nicely.
The Battle card
selection gets a little slippery. Right now Blast
It! is a very themed card for the deck, and it works really
well. But really when it comes down to it, how powerful is a one
turn Retaliate effect that you have to pay for each time you use
it? I would rather run prevention or a "fog" type effect
such as Discuss
it in Committee. This would fit very well with the defensive
play style this deck is taking. Running Disrupting Stike and Thwart
is a horrible idea. Both cards are limited to when they can be played.
Dismiss
is a much more efficient card as it allows you both the cards abilities
in one. Foil
is good and keeps the deck safe from a few of the more unsavory
Dark Missions running around.
The Mission
selection is very strong, I love Explore the Swamps. And I really
wanted to keep Podrace, but it just seemed like too big of a risk.
I think that Meditate
is a much safer choice. Plus it is a guarantee that you will always
get the benefits.
So this is what the deck looks like after a few changes:

Download this deck and other deck articles
for LackeyCCG here.
The new version
of the deck tries to keep the original spirit of the deck, and I
think it does so quite well. Hopefully the process I went through
to create this deck was of a benefit to you and if I did this right
you may have even learned a little something.
As always if
you have an interesting or quirky deck, one that utilises a forgotten
subtype or an overlooked strategy or interaction, or if you just
want to make your deck better please e-mail it to me at ketricel@msn.com.
Don't worry
about polishing the deck too much before you post - the thing I'm
most interested in is a novel idea, a hook for the deck to revolve
on.
Until next time
May the Force be with you.
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. |