Ket’s
Deck Clinic #6
By
Nathanael
Tripp
This week,
I will be doing a two-deck review, updating an old deck type,
to help everyone see the flip side of how a deck can be designed
as either Light Side or Dark Side. The theme that I have chosen
for the decks is Clones. Both decks have huge potential, but play
completely different from one another. Let’s pry open the hermetic
seals on a Clone Trooper and see how they are put together… starting
with Dark Side!!
Dark Side
Cloning
In
my experience, Dark Side Clones have fallen short and do not inspire
much fear. This could be because the movies portray them as bumbling
fools who couldn’t hit the broad side of a barn if their gun was
touching it. Though it could be because, up until now, there really
hasn’t been a cost-effective way to work around the limitations
of their cost for Dark Side.
With the release
of Scum and Villainy, the cost issue has been addressed with the
introduction of Imperial City. While costly Imperial City gives
a far-reaching effect that can be played not just once, but twice
to reduce the cost of all Imperials by two build points. This
is huge when you consider the average cost of a Dark Side Imperial
Clone is in the neighborhood of 3-5. By lowering this cost you
take that average down to 1-3 which is perfect for a swarm-oriented
deck. Enough about the number crunching for the deck, let’s take
a look at how everything falls together.
Character:
(14)
3x Assault
Trooper
3x Stormtrooper
Sentry
2x Vizam
(A)
2x Darth
Vader (C)
1x Darth
Vader (O)
1x Darth
Vader (R)
1x Darth
Vader (U)
1x Mas
Amedda (A)
You will notice
straight away that the Character arena is not set up in the typical
Clone style. Instead of being solely about Clones, it utilizes
their ultimate commander, Darth Vader, in an effort to strengthen
them. You have Stormtrooper Sentries who are brought back to hand
if you deploy a Dark Jedi, perfect discard fodder for Jawa Sandcrawler
as you can quickly get them back and in play. Also. they do not
suffer from being killed by a Clone Grenade.
The Assault
Trooper is a superstar in this deck. Since his damage is unpreventable,
just throw a Clone Grenade or two on him and you will be scoring
some HUGE hits on your opponents units.
Lastly, we
have Vizam (A). By making your Equipment cost less, you are greatly
reducing the overall cost of the deck, thus making it cheaper
to transfer and equip your Clone Grenades and Thermal Detonators.
Ground:
(13)
4x Snowtrooper
Elite Squad
4x Stormtrooper
Assault Team
3x Jawa
Sandcrawler
2x 501st
Legion (A)
Ground is
where you start to see the master plan for running Vader. The
Stormtrooper Elite Squad has perfect synergy with the man in black.
It can never be killed as long as Vader is in the Character arena,
it just keeps coming back again and again and again. So throw
a Clone Grenade or four at your opponent and never worry about
killing your own unit. The Stormtrooper Assault Team unit, while
weak, has a powerful ability; unpreventable damage. This is another
perfect unit to equip a Clone Grenade to.
Our last combat
unit is the 501st Legion. This card is stellar in all aspects…
there is only one card that I could think of that matches this
for sheer power in ground and that is the Patrol
Mode Vulture Droid… too bad it doesn’t have the Imperial subtype.
Lastly, we have the best utility unit of all time: the Jawa Sandcrawler.
Need I say more?
Space:
(12)
4x TIE
Interceptor
4x Star
Destroyer (RAS)
3x Endor
Imperial Fleet
1x Vader’s
Imperial Shuttle (A)
Space starts
to seem ridiculous when you look at the interaction it has with
Vader as well. The Star Destroyer is not only highly affordable,
but it gains Retaliate 3 when Vader is manning his post in the
Character arena. Even the Upkeep isn’t too much of a problem for
this beauty; just pitch a Stormtrooper Sentry and get it right
back for deploying Vader.
Speaking of
Vader, his shuttle makes an appearance in this deck, mainly as
one more way to make sure you have him when you need him. The
last two Space units, TIE Interceptor and Endor Imperial Fleet,
are Dark Side staples and have seen play in nearly every deck
since their creation. So surprise, surprise they are in this deck
as well.
Battle:
(8)
4x Discuss
it in Committee
2x Dismiss
1x Lull
in the Fighting
1x Peace
on Naboo
Looky there!
Four copies of Discuss it in Committee and two of Dismiss. But
what you may not realize is just how important Discuss is to this
deck. There are units in both Ground and Character that have unpreventable
damage. This means that nothing can stop them, not even Discuss
it in Committee. However playing Discuss will stop your opponent
from being able to attack back, thus creating a win/win situation
for you. Also included are a single copy of Lull and Peace. These
are more of an added protection then a must run in the deck and
could easily be switched out for something else if so desired.
Mission:
(2)
2x Probe
the Galaxy
Location:
(4)
3x Imperial
City
1x Coruscant
System
The two copies
of Lando System are mainly used in case you do not draw Imperial
City during setup. Speaking of Imperial City this is probably
the most important card in this entire deck. You can have two
copies of Imperial City in play at once, this will cost you 8
build, but the return from it could be huge. You will now be able
to play ALL Imperial units for two less build. This means you
can swarm all three arenas quickly and cheaply.
Coruscant
System is a good way to pull out your Clone Grenades. I debated
about putting this Location in at all, but since the only draw
I have in the deck is from the Jawa Sandcrawler, I thought it
a good idea to have one additional way to get to certain cards.
Equipment:
(7)
3x Clone
Grenade
3x Thermal
Detonator
1x Sidious's
Communicator (A)
If Imperial
City is the most important card in the deck, Clone Grenade and
Thermal Detonator are the second and third most crucial pieces
to this deck. These two cards allow you to throw more unpreventable
damage around than you ever thought possible. Also, with the amount
of redeployment this deck has, you won’t have to worry too much
about your units being discarded by Thermal Detonator, because,
more often then not, they will be returning to hand in no time
at all. The Holographic Communicator is really good for getting
multiple attacks from Vader, or letting him use multiple Thermal
Detonators each turn.
As you can
see, this deck is VERY aggressive and takes advantage of combat
trickery to accomplish its deadly goals. What makes this deck
so strong is the amount of recursion (being able to get cards
back or use effects multiple times). Also, the deck plays off
of some of the Dark Sides strongest units so well that it’s no
wonder the Imperials were such a feared force across the entire
galaxy.
Clones
Spawning Everywhere
While
the Dark Side version of the Clone deck hasn’t seen much play,
the Light Side version has had many incantations over the years.
Everyone at one time or another has attempted to build a LS Clone
Deck. Some were good, some were bad, but none of them ever reached
the level of competitiveness that the strength of the Republic
Army should have boosted them to.
Even now they
lack one major advantage that could put them in the top tier of
play: card drawing. While they lack card drawing, they do make
up for it by having great cost reduction, damage prevention, and
power and speed boosts. In fact, with the addition of Clone Space
units, this could possibly be enough to give Light Side Clones
that little extra something. Let’s take a look at how the deck
shapes up to see if that’s the case.
Character:
(14)
4x Clone
Officer
3x Parjai
Trooper
2x Lama
Su (A)
1x Commander
Bly (A)
1x Commander
Gree (A)
1x Yoda
(E)
1x R2-D2
(K)
1x Vizam
(A)
Power, power,
and more power. That is what the Clone Officer provides to this
deck. Giving all Clone units +1 power is huge. While you have
to invest six build into the Officer, it is well worth it in the
long run, especially when you can get out multiple Officers. The
Parjai Trooper is a tricky little bugger that can utilize this,
sporting both Accuracy and Stun. With 50 Speed he is sure to get
the Stun in before most Dark Side Characters can attack.
In the Character
arena are the Commanders who can take charge of your Clones and
lead them to victory. Bly provides your Clone Characters with
extra defense by way of Armor and Gree makes sure you don’t lose
a key Character at an inopportune time by giving Intercept to
all your Clone Characters. Three separate units and three amazing
abilities, the Commanders and Clone Officers really are the backbone
of the Character arena.
Lasty, Lama
Su (A), Yoda (E), R2-D2 (K), and Vizam (A) all provide different
aspects of support for this deck. And while they are all important,
the deck can run smoothly without them.
Ground:
(14)
4x Clone
Fire Team
3x Tipoca
Training Ground
3x Jawa
Sandcrawler
2x Delta
Squad (A)
2x Clone
Trooper Legion
Ground gets
really tricky. There are two units that are must haves in Light
Side Clone decks, Clone Fire Team and Tipoca Training Ground.
First up is the Clone Fire Team. This beauty gives ALL your other
Clones +10 Speed. An effect this powerful is usually only a costly
unit, but this little guy only costs 5 build, which is easily
mitigated by Lama Su, Lar’s Homestead, and Felucia Battlegrounds.
Second up
is the Tipoca Training Ground, which has two wonderful reserves
abilities. The first allows you to prevent two damage to any Clone
unit and the second gives one of your Clone units Accuracy 1.
Having two abilities of such a magnitude makes this one of the
most versatile Clone support cards as it is never without its
uses. Let’s not forget Clones driving Sandcrawlers…okay, maybe
not driving, but they sure do know how to put them to good use
in the card-drawing department. The last two units are your beat-down
units; these big guys can dish out a major hurting on even the
biggest Dark Side units.
Space:
(12)
4x ARC
Fighter
4x Clone
Starfighter Squadron
4x Marauder-Class
Corvette
Space gets
a little tricky. There are two setups you could conceivably run;
the first being swarm and the second being more of a strength-through-diversity
type arena. I decided to go with the swarm arena, mainly because
there are now Clone Space units, so they benefit from Clone power,
speed boosts, and cost reduction.
Though there
are no Clone
Pilots in this deck, in a theme deck, ARC Fighters could be
just the right addition. The ARC Fighter still fits into the deck
perfectly with its low cost and high speed, making it a more than
welcome addition. The same can be said of the Clone Starfighter
Squadron, which is also a very powerful unit in combination with
the bonuses that are being thrown around for Clone units.
Lastly, we
have the Marauder-Class Corvette, which, next to the Modified
YV-330 (A), is one of my favorite Space units. Not overly
powerful and rather slow, what makes the Marauder-Class Corvette’s
so powerful is the Intercept/Retaliate chain they can start when
you have more than one deployed.
Battle:
(11)
3x Discuss
it in Committee
3x Trap
Door!
3x High-Speed
Dodge
2x Dismiss
Mission:
(2)
2x Explore
the Swamps
Location:
(4)
2x Lars
Homestead
2x Felucia
Battlegrounds
I won’t go
into another long spiel about how good the Battle card selection
is when you choose the top 3 (in my opinion) all around useful
cards for your deck. However, High-Speed Dodge is really important
to this deck. By deploying a Clone Fire Team or two, all your
Clone units should have 50+ Speed and thus be eligible to have
this card played on them.
The Mission
selection is also very obvious, who can overlook the power of
draw- and build-gain in a single card… just too good not to be
used. The Locations are just as obvious: cost reduction, cost
reduction, and more cost reduction. Felucia Battlegrounds, while
good, only affects the arena it is in, so you will need to get
two of these in play to really start feeling their effects.
Equipment:
(6)
3x Clone
Grenade
3x Clone
Blaster
The Clones
sure do come fully equipped. (Pun intended.) Not only do they
have some exceptionally powerful blasters, but they also have
one of the most powerful Equipment in the game in Clone Grenade.
What makes these pieces of Equipment so good is that they are
transferable; you can keep switching them around. If you need
help in Ground, equip all your Ground units, if you need help
in Character, then transfer all your Equipment where they need
to go. It is the Equipment available to Clone’s that make them
such a deadly force.
Hopefully,
my foray into the life and times of Clones was worth taking a
look at. While these decks may not be tier 1 material, they certainly
are powerful and should merit some consideration when planning
how to run your deck. Play around with these decks though. They
could contain some little twist that you could run with and create
the next “big thing”. 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.
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 taking time off
from the IDC and Playtesting for personal reasons. 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 also been a member of both the Wizards and Rebelbasers forums
since January of 2002, posting under the name Ketricel.