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Ket's
Deck Clinic #2
By
Nathanael Tripp
Originally
this article was supposed to be creating a deck for fellow TCG player,
Mengo, using the following cards:
Delta Six
Jedi Starfighter
X-Wing Escort
Rebel Scouts
Jawa Sandcrawler
Yoda (J)
Boba Fett (H)
Anakin Skywalker
Ground Damage Battle Cards
Ground Damage Missions
Ground Damage Locations
However,
as I am prone to do, I took the idea that Mengo proposed and went
wild with it. Not only did I create a deck using most of the cards
Mengo suggested, but I also went off on a tangent and made a deck
centered on Battle/Mission based damage tricks. This deck may not
be the ultimate be all end all of the game, but they are a unique
look at alternate win conditions. So what follows is more of a trip
into my twisted thinking than an actual deck critique. So join me
on a journey to the land of junk inside the mind of an insane deck
builder.
Character
Character is pretty twisted. Never before has a LIN
Demolitionmech tried to blow up Yoda. The beauty of the character
setup is that it's totally off base from the norm. Sure you see
Yoda
(J) being run in almost every deck, but when you attach a Jedi
Lightsaber to him he now has the ability to Deflect damage all over
the character arena. But who in their right mind would attack Yoda?
Not many, so what good is Deflect going to do when you never get
attacked. That's where the LIN comes in. Not only will he be doing
two damage to all Characters, but he will also fuel Yoda's Deflect.
Also if your opponent tries to attack someone other then Yoda you
can always Hidden Cost in Jabba
(C) and screw everything up by forcing them to attack Yoda.
The rest of the units are pretty straight forward, either having
cheap Deflect or Hidden Cost.
Ground
Ground is where the insanity really starts seeing as how you are
running seven utility units and two units that have zero power.
It seems like we are just conceding ground, but in reality we have
more than enough fire power to win the arena and gain ourselves
a few nice bonuses in the process. While Light Side has generally
had an easy time winning Space, there have been a few kinks thrown
into the mix, mainly Endor
Imperial Fleet. That is where Planetary
Ion Cannon comes in. Clocking in at an amazing Ion Cannon 10
it should make short work of even the biggest Dark Side Space units
with the exception of the Death Star. While it lacks the ability
to attack in ground, its high health makes it a good damage sponge
which is what we are looking for in our ground units. Card advantage
has always been a key, so Jawa
Sandcrawler is a perfect fit for the deck. Anything that provides
a global cost reduction is good and Tatooine
Hanger fits the bill very well by reducing the cost of all space
units by one build point. The last unit in the Ground arena is Rebel
Scouts. This is one of my favorite cards to date because of
its low cost, Hidden Cost and Accuracy 1 to boot.
Space
Space, the final frontier, these are the voyages of the Marauder
Class Corvette
ok, so maybe a Star Trek reference is a
bad idea for this article. Really
though, the Marauder Class Corvette is insane. As I brought out
in my last Deck Clinic this card thrives in multiples, you can wipe
out your opponents units all before your first attack. The
rest of the Space arena is pretty typical with the Falcon
(E) leading off the line-up. Luke's X-Wing and Obi-Wan's Starfighter
are both solid units, and their built in evade comes in very handy,
as does the Shields 2 on the Modified
YV-330 (A).
<Insert
Evil Laughter> My precious
I loves the precious. No,
I'm not talking about a ring, but about the abundance of Battle
cards that fuel this deck. You have nine battle cards that all cause
damage, either direct or in the form of rolling dice. Because of
these cards you can get away with running seven utility units in
ground. Couple these with Homing
Missiles and you have more than enough damage to spread around.
Seek
the Council's Wisdom is in here to give you enough force to
Deflect and play your Battle cards, while Dismiss
is used to protect those abilities. The Equipment can attach to
either Yoda or one of your other Jedi so that you can gain Deflect
and start spraying damage everywhere. Speaking of damage, Mustafar
Battle Ground is great in this deck. Just put a few Tatooine
Hangers in the Ground arena and your opponent will have to commit
a few resources to take out the Hangers. Or just retreat your Hangers
and let your opponent feel the burn.
Here is what
the deck looks like:

Download this deck and other deck articles
for LackeyCCG here.
There really
isn't a set mulligan condition for this deck, unless your hand is
overly flooded with non-units you will generally want to keep anything
you get. Also playing this deck gets VERY complicated because you
have to use retreats wisely and you have to make your opponent feel
like he has the game under control before busting lose some massive
damage.
As always if
you have an interesting or quirky deck, one that utilizes 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.
Extra Credit
- Ket's Deckbuilding Contest
Deck Builder
Challenge #1 - Dark Side Damage:
I thought this would be a fun idea and help get some idea's flowing.
Basically you build a deck with the requirements I set out. Then
the decks are posted and the community votes on which deck they
think is the best and most creative. There are points awarded and
the winner after six rounds will receive a prize (haven't figured
out what it will be just yet, but they will get something). Well,
enough of my blabbering. Let's get to the requirements for the first
challenge:
Theme:
For this challenge your deck should have one purpose and one purpose
only, doing damage. Battle cards, Mission cards, Locations, anything
is fair game for this challenge. Be creative with how damage is
done, don't just focus on doing damage through combat.
Restrictions:
Normal deck building rules apply.
Banned/Restricted List is in effect.
You must use at least one copy of Tyranus's
Geonosian Speeder (A) and Unfriendly
Fire.
Point Scale:
1st Place - 5pts
2nd Place - 3pts
3rd Place - 1pt
Please submit
all decks to me either by sending me a PM at rebelbasers.com
or by e-mailing it to me at Ketricel@msn.com.
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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