I
was actually inspired to do this deck by some ideas that Mixmaster
was posting on Rebelbasers.com. There, he was talking about how
abusive the Falcon could be in Space with Vehicle Shields Packages
equipped. As is my usual mindset, I took that idea of Shield abuse
and went wild with it. What that culminated into was what I feel
could be a huge deck, and it could even make cards that strip
away Shields very useful. Here is the basic premise for the deck:
Character:
(13)
3x R2-D2
(K)
3x Princess
Leia (G)
2x Princess
Leia (I)
1x Nien
Numb (A)
1x Dash
Rendar (A)
1x Lando
Calrissian (I)
1x Finis
Valorum (B)
1x Yoda
(E)
Generally,
I do not advise giving up an arena; instead, even if it’s just
one good fighting unit, I will try to give myself a chance to
win in all three arenas. With this deck, it is totally different.
Character is almost a complete give away since you are running
all support units or Pilots. R2-D2 (K) is the key card to search
out your Equipment. Without him, this deck would be hurting. Finis
Valorum (B) and Princess Leia (G) and (I) are used for their excellent
build-gain potential, which is something you will need a lot of,
because the Equipment in this deck is not cheap. Lando Calrissian
(I), Nien Numb (A), and Dash Rendar (A) are three of the best
Pilots in the game and can greatly boost your chances in Space.
Yoda (E) is one of those iffy units. He isn’t a key to the deck
and you could do without him, but he helps and can affect the
game greatly. Don’t worry though; while you are giving up solid
attack Characters, you can still give yourself a strong chance
to win in this arena. But we will get to that a little later.
Ground:
(13)
4x Fambaa
Shield Beast
3x Kaadu
Scout
3x Gungan
Catapult
3x Jawa
Sandcrawler
In
Ground, I take a page from a previous deck article and use a Gungan
Ground arena setup. The focal unit for Ground is the Fambaa Shield
Beast; these slow creatures are some of the most powerfully defensive
units that you will find. Granting Shields 1 to all Gungan Ground
units is amazing. What makes it even better is the quality of
Gungan units such as the Kaadu Scout who can tap to grant your
Gungan units Accuracy 1. This bonus becomes even more important
when combined with the Gungan Catapult which can untap once per
turn and attack again. It’s bonus against Droids makes it even
better because your main threat will be Patrol Mode Vulture Droid,
which a Catapult can easily take out with multiple attacks per
turn. Lastly, we have the staple of every deck; the Jawa Sandcrawler.
With the focus on Shields in this deck, you could possibly have
one of your Gungan units with Shields 8, meaning that a Patrol
Mode Vulture Droid is little more than an overpriced attack absorber.
Space:
(12)
3x Modified
YV-330 (A)
3x Millennium
Falcon (E)
1x Millennium
Falcon (A)
1x Millennium
Falcon (J)
1x Millennium
Falcon (D)
1x Luke’s
X-Wing (B)
1x Luke’s
X-Wing (C) 1x
Luke’s
X-Wing (E)
Modified
YV-330 (A) has always been a favorite of mine for its cheap cost
and Shields 2, but just think if you equip four Vehicle Shields
Packages to the YV-330 (A). Then you have a unit with Shields
6 and Shields 6 in Space is basically like saying “All you have
against me is the Death Star II!!!” True, your opponent can still
use Droid Missiles, but with Dismiss and units with 60+ speed,
you should be safe. The Millennium Falcon is an amazing unit,
add Overkill to its already impressive abilities and it becomes
a real threat. Luke’s X-Wing is another one of those units that
you can’t help but fall in love with. It is cheap, effective,
and, above all else, really hard to kill.
Battle:
(12)
3x Discuss
it in Committee
3x Trap
Door!
3x Dismiss
3x Pilot’s
Dodge
Drum
roll, please…. I would like to announce that I am using the same
Battle cards I always use. I really need to get out of my rut
don’t I?… It’s just so good of a rut though, ha-ha. Actually,
I am bringing back an older card for this deck that hasn’t seen
much play lately but used to be a star in most every deck. Pilot’s
Dodge is a good card, it isn’t High Speed Dodge, but I needed
something to help with damage prevention in Ground where I am
running rather slow units so Pilot’s Dodge fit the bill nicely.
Mission:
(4)
3x Homing
Missiles
1x Explore
the Swamps
Explore
the Swamps is a standard card for any Light Side deck running
Locations. It is one of those cards that are just too good to
pass up. Homing Missile on the other hand has had its hot and
cold spurts since it was released. What makes it better in this
deck is the fact that it lets you deal with pesky units that could
cause you a major headache such as Droid Missiles, TIE Interceptors,
any support Character, and it also gives you some extra punch
in dealing with your opponents Ground units.
Location:
(3)
2x Cloud
City Battleground
1x Lars
Homestead
Cloud
City Battleground is an amazing card and I just seem to like it
more and more as I play it. There are so many cards that it takes
from being middle of the pack to wonderful just by making them
cost two less. Also it lets you play multiple high cost cards
per turn, such as two Trap Doors. Lar’s Homestead is more of a
throw in card, it’s nice to have but you don’t need it to win.
Mainly it was just a way to help lower the build curve of the
deck some.
Equipment:
(5)
4x Vehicle
Shields Package
1x Sonic
Charges
Lastly,
we come to the central strategy behind this deck: the Vehicle
Shields Package. This is one of the more expensive Equipment,
but for good reason. Giving a unit Shields 1 is big, taking away
one power from every attack against the equipped unit. Playing
multiple Shield Packages just increases the abuse, especially
when the unit already has Shields of its own. Sonic Charges is
a great card for equipping to the Millennium Falcon (E) as it
gives you Overkill, not only in Space, but also in Character;
letting you decimate two of your opponents arenas with a single
unit.
Total
Cards: 62
Two
words summarize this deck: HOLY CRUD!!! I really feel that if
someone can make this deck just a tiny bit more consistent that
it will be breaking some records for how strong a deck can truly
be. The best part is that it does so in a way that hasn’t been
tried before and that is what makes this deck so interesting to
me.
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.
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