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Ket's
Deck Clinic #3
By
Nathanael Tripp
Today
we will take a look at a deck sent in by Marconis Maximus. I will
provide my usual witty insight :) and rework the deck to make it
run a little smoother.

Download this deck and other deck articles
for LackeyCCG here.
Character:
(13)
1x Luke Skywalker (K)
4x Nien Nunb (A)
4x Ric Olie (A)
1x Wedge Antilles (B)
2x Dash Rendar (A)
1x Sebulba (A)
Ground:
(13)
2x Anakin's Podracer (A)
2x Luke's Snowspeeder (A)
3x Unmodified Snowspeeder
4x Bespin Twin-Pod Cloud Car
2x Sebulba's Podracer (A)
Space:
(12)
3x Eta-2 Squadron (A)
1x Millennium Falcon (A)
1x Millennium Falcon (B)
3x Millennium Falcon (D)
4x Millennium Falcon (E)
Location:
(3)
1x Rebel Hangar
1x Asteroid Field
1x Podracing Course
Mission:
(11)
3x 2-1B's Touch
4x Lando System?
4x Slumming on Coruscant
Battle:
(8)
4x High-Speed Dodge
4x Jedi Piloting
"In
setup, I generally try to scare my opponent into not building in
space by building Nien Nunb and another pilot with Millennium Falcon
D before building my ground units. If this succeeds, I can build
the Millennium Falcon E at the end of setup or on the first turn,
which gives me a huge advantage. If my opponent does build in space,
then Asteroid Field is critical because so many decks run Tie Interceptors
and Droid Missiles or other swarms (Ric Olie's Lucky helps keep
my Millennium Falcon from taking damage from Asteroid Field). In
addition, a piloted Millennium Falcon E is quite powerful.
The
Eta-2 Squadrons work well with HSD and Jedi Piloting. In ground,
I went with quick low cost speeders. If I have a couple 2-1B's Touch
(admittedly, this is the only deck in which I run this card) in
my hand or Rebel Hangar in play, then my Unmodified Snowspeeders
and Sebulba's Speeder become pilotable (and of course Anakin). In
addition, I find that many DS decks have dropped powerful ground
units (ie. PMVD), in favor of running low cost Bespins, Jawa Sandcrawlers
and other similar units. Against these decks, the ground units do
quite well. Against decks running PMVDs and other powerful units,
I run Podracing Arena (I think this card needs more playtesting).
Also, if Millennium Falcon E as already demolished the DS character
arena then Luke Skywalker K's speeder becomes almost untouchable.
I only play for Character if the Millennium Falcon E controls space
and there are no DS units in the character arena (of course you
always have to be weary of Vader R and Boba Fett H). I usually try
to avoid moving Wedge, Luke or Sebulba into character and instead
move Nien Nunb, Ric Olie or Dash Rendar (whoever I have an extra
copy in my hand or preferably already built in my build zone).
Ultimately,
the deck runs pretty well and wins more than it loses against decks
that, at least to me, are quite good. The main problem with the
deck is the lack of drawing ability. However, the deck's aim is
grab an early advantage so the problem is generally not major. However,
since the deck needs to grab an early advantage I dropped Dismiss
and added Slumming on Coruscant as it allows me to play battle cards
on the first turn without the fear of Down in Flames or Imperial
Misdirection.
Thanks,
Marc (Marconis Maximus)"
Critique
and Analysis
OK.
I will be honest I really do not like pilot decks. I have never
been a fan of the pilot ability; it just seems like too big of an
investment into such a small bonus. However, when Marc sent me this
deck something sparked my interest. It has a very interesting concept,
and with a little polishing, it could possibly be even more deadly
than it already is. So lets do a breakdown of the deck by arena's
and see if there are any changes to get this deck into tip-top condition.
Character
Really what could be changed with the character setup? Not only
are some of the best pilots used, but they are used in almost perfect
numbers. The only minor tweaks I would do are take out one copy
of Ric
Olie (A), Dash
Rendar (A), and Nien
Nunb (A) in order to include one copy of Princess
Leia (G), Jocasta
Nu (A), and Yaddle
(A). While not powerhouses, these three cards will greatly increase
the card cycling and build gain, as well as give a presence in the
character arena for a small build investment, with benefits of course.
Ground
This is where my philosophy of deck building differs from a lot
of people. I do not like running multiple unique Ground units if
they do not stack. Yes it will help your draw consistency, but you
can offset this by having cards that increase the amount of cards
you draw. This being said I also am greatly opposed to Luke's
Snowspeeder (A). It will hurt you too much if you lose it first
turn. I would drop both Luke's Snowspeeder's, one each of the other
unique Ground units and one of the Bespin
Twin-Pod Cloud Cars. This frees up four card slots in the Ground
arena for us to use. With the pervasive pilot theme, Luke's
Skyhopper (A) is a good choice, more often then not you will
gain the +1 Force bonus for having a pilot on this unit, and force
is something you really need in this deck. In addition, Jabba's
Sail Barge (A) is a great unit. Not only is it a speeder; which
means it can be piloted, but it also helps you with your draws.
I love Wedge's
Snowspeeder (A) in swarm decks; it just lets you wreck your
opponents' bigger units by making the most of your attacks. This
still leaves us with two open spot in the ground arena. It may seem
odd to run Rebel
Armored Freerunners in a deck where you are attacking in ground
seeing as how their tap ability will be used more often. Nevertheless,
it is that ability that makes them amazing. Being able to spread
around assured damage is always a plus and being able to put Wedge
on one really gives them staying power.
Space
I like the use of the Millennium
Falcon (E) it is one of the most versatile units ever in my
opinion. Any unit that can attack in two arenas for no cost is a
star in my book. Add a pilot or two to the equation and you have
a real beat stick of a unit. The Falcon
(D) is a great unit, but three just seems like overkill. I would
reduce the number to two. In addition, three ETA-2
Squadrons is a little excessive seeing as how you are unable
to stack them. I would cut all but one of them. This gives us three
slots to play with for space. The first choice is one of my all
time favorite cards, the Modified
YV-330 (A). This card is spectacular, it cripples swarms with
its Shields 2 and it has a blistering 50 speed. Hound's
Tooth (A) is necessary for a pilot deck. It lets you gain the
bonus of any pilot while that unit is in the character arena. This
works great in combo with Dash Rendar (A) since he is one of the
best "combat" pilots in the deck. The last unit is a little
odd, but it should fit in nicely. The unit is Padme's
Yacht (B). At first glance the stats of this card are a little
sub par; where this unit really shines though is in the ability.
It lets you look at the top three cards of your deck and put a character
card in your build zone with one build on it. So not only does it
help with build gain, but it also helps with card drawing. Additionally
it gives you deck knowledge by letting you see the next two cards
you are going to draw, something that has proven invaluable time
and again.
Battle,
Mission, and Location
There aren't any changes to Locations. I'm not usually a fan of
Podracing
Course, but in this deck it actually works quite well.
The Mission
selection seems a little unstable though. Four Lando
System? is way too many and also not the best choice for location
searches, I would cut all four. Instead, I would run Explore
the Swamp. Not only does it play into your deck much more effectively,
but it also works great in combo with your pilots. Have a pilot
in the character arena, play Explore the Swamp, tap the pilot, then
move the pilot to a unit of choice. It all but negates the cost
of the card, and with the +1 build point that Explore gives you,
it helps to lower the overall cost of your deck. Slumming
on Coruscant is a great card, but I am undecided on how great
it is in this deck. I would not cut them all, but I would reduce
the number you are running by two. This still allows you to hamper
your opponent's plans, but it doesn't overfill your hand with dead
cards. 2-1B's
Touch
I have yet to understand why this card was ever
made. It does not really help you. Sure, it lets you heal up your
units, but it also heals your opponents units. I will be honest
this card is utter rubbish in my opinion, it just doesn't give you
enough of a boost to be worth playing. I would much rather run Luke's
Repairs or Visit
the Lake Retreat. Sure, they cost more, but they give YOU an
advantage, and don't help your opponent. I think that Visit the
Lake Retreat is the best option for this deck, it will help in all
three arenas and its cost is very affordable. In addition, Meditate
will help with both draw and force gain, two things this deck really
needs more of.
Battle cards
are what will help you the most in winning your games, so you need
to focus on these. The two that you are running now are the best
of the best for this deck; and I would only make one more addition
of three copies of Discuss
it in Committee. Attack first, play Discuss it in Committee,
and be free of any and all attacks your opponents slower units have.
Modified
Deck
So let's take a look at the deck, with the few minor tweaks that
we have done to it:
Character:
(13)
1x Jocasta Nu (A)
1x Yaddle (A)
1x Princess Leai (G)
1x Luke Skywalker (K)
1x Wedge Antilles (B)
1x Dash Rendar (A)
1x Sebulba (A)
3x Nien Nunb (A)
3x Ric Olie (A)
Ground:
(13)
1x Jabba's Sail Barge (A)
1x Sebulba's Podracer (A)
1x Anakin's Podracer (A)
1x Luke's Skyhopper (A)
1x Wedge's Snowspeeder (A)
2x Rebel Armored Freerunner
3x Unmodified Snowspeeder
3x Bespin Twin-Pod Cloud Car
Space:
(12)
1x Padme's Yacht (B)
1x Modified YV-330 (A)
1x Hounds Tooth (A)
1x Eta-2 Squadron (A)
1x Millennium Falcon (A)
1x Millennium Falcon (B)
2x Millennium Falcon (D)
4x Millennium Falcon (E)
Location:
(3)
1x Rebel Hangar
1x Asteroid Field
1x Podracing Course
Mission:
(8)
2x Meditate
2x Visit the Lake Retreat
2x Explore the Swamp
2x Slumming on Coruscant
Battle:
(11)
3x Discuss it in Committee
4x High-Speed Dodge
4x Jedi Piloting
The typical
mulligan would be to pitch all Mission cards. You will want to keep
any Locations you get, as you only have one copy of each. Your Battle
cards are iffy, it really just depends how many you have in hand
compared to how many units you have. During setup, as Marcus said,
you want to wait to deploy the Millennium Falcon (E). Otherwise,
you could tip your opponent off and scare them out of Character
and into Space, which is not a bad option, but it would be easier
to keep them in Character. If you play Wedge's Snowspeeder you want
to make sure to swarm Ground with your Unmodified Snowspeeders and
Bespin Twin-Pod Cloud Car's to get the max effect. Be careful that
you don't over commit though. Jocasta is a great setup play as you
will get her effect first turn. You will want to have Leia piloting
something as soon as she hits the board so you can get the most
out of her. Other then that it's pretty simple, just swarm your
units and spread the pilots out freely.
Until
next time May the Force be with You.
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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