Light
Side – Shore Up Your Defenses! By C. J.
Williams
Okay, what business do I have writing
a deck article, right? Trust me, I’m the first to ask that question.
The answer, though, is confidence in that what I have to present
is effective.
When
I first started playing the Star Wars TCG (SWTCG), I was a defensive
player when playing Light Side (LS), and despite having a deficient
card collection, I had a 100 card deck that actually held its
own, though it could never break even (Some have claimed to do
it, but it still has yet to be proven). The part I misunderstood
and thought was bad, was that my LS decks dragged the game on
forever. Little did I know that this was a good thing. However,
for the past year, I had apparently changed my strategy and become
an offensive LS player, and for the last year I’ve been losing...a
lot.
However,
while working on the IDC, I had the privilege of trying out a
special tool provided to the IDC that gave me clear insight into
the differences in Light Side and Dark Side playing. While we
were asked not to share the tool with anyone until it’s out of
the testing stage, it was quite useful, and I would like to share
with you, not the tool, but the results of my discoveries in using
the tool.
My
most successful deck ever, now almost two years old, blitzed its
first couple of online tourneys before decks adapted, and that
deck demonstrates what I have recently learned using the above-mentioned
tool: A defensive LS deck is best. Here’s why...
The
First and the Last
While WOTC may have been deficient in card development in many
ways, they were experienced card developers (being purveyors of
the very first TCG ever), and what I learned proved WOTC’s card
development trend.
Since
the beginning of the game, people had complained about how the
Light Side units were always strong, stand-alone units, while
Dark Side (DS) units were weak and dependent on synergy (my own
complaints not withstanding). After dealing with the above tool,
I found out why: DS goes first in just about all things, meaning
LS goes last.
What
is the result? DS has around a 33% advantage over LS. Therefore,
if DS was made with the same strength and stand-alone capability,
it would easily slaughter LS decks the majority of the time. So,
clearly, power is the DS’s advantage. A little power goes a long
way for the DS.
As
a consequence, DS works best under blitz conditions, trying to
get a field advantage as quickly as possible. LS, on the other
hand, needs to survive as long as possible, whittling away at
the DS. Thus, long games favor the LS, while the DS favors short
games. Therefore, if you’re playing LS, your goal should be to
drag it out.
Conversely,
if they switch roles, DS loses its advantage when playing defensively
and LS loses its survivability when going on the offensive. LS,
going second, needs to be able to survive DS’s ability to go first
in all things, meaning LS should almost always be defensive, surviving
the first wave, the second wave, and the third wave.
In
fact, when you take a look at all the great LS decks and strong
card strategies, they have a defensive bent. Chewy Reanimator
was dependent on bringing units back for free, meaning they never
really died. This, in a way, demonstrates a defense: defense against
discarding units. Han’s
Promise and Second
Wave demonstrate this. Units are thus made hard to stay dead.
As the accompanying Grk’Urr’Akk
article shows, Parry and other defensive abilities are effective
for LS survivability. Why did Duel
of the Fates prove so effective? It depended on the LS being
able to survive in the arena. As long as LS survives, DS dwindles.
Drag
it Out
The sum of these things is that, for a LS deck, a player should
focus on good health, damage resistance, and recursion. These
things will help the LS survive wave after wave of powerful DS
attacks. I have also discovered that Stealth and Hidden Cost favor
the LS as well. Both abilities allow the LS not to be damaged
or destroyed before they’ve had a chance to strike, even if DS
is using the same abilities. It is for this reason that WOTC’s
LS Hidden Cost units were made weaker than DS’s Hidden Cost units,
because of the advantage Hidden Cost gives to the LS units.
Another
thing that benefits DS more is build gain, which is why LS has
the majority of the generic build reduction and build gain, so
that DS doesn’t receive too much of an advantage. However, LS
is in more dire need of build gain for defensive purposes, so
be sure to have plenty of build gain in your LS deck. Force gain,
however, favors the LS, because of how much defense is required
to protect the LS. So, again, be sure to have your build gain
ready, especially since Force denial favors the DS (Surprise,
surprise, my best DS decks have always been Force denial with
an emphasis on aggressive attacks).
A
Good Start
While I haven’t had the means to play the game with anyone in
a while, I have finally built a tweakable deck that I feel will
be able to hold its own, because it utilizes these things nicely.
The
principles I had in mind when making this deck are damage prevention,
repair, build-gain and reduction, and backup firepower. The theme
is focused around making my units extremely hard to kill.
Space This
deck was originally inspired by the article X-Factor,
about Luke's
X-wing (E). So I will start with Luke’s X-wing and go from
there.
First,
Luke’s X-wing has excellent defenses. Its Armor and Lucky alone
make it extremely hard to hit. However, stick a Pilot version
of R2-D2 on it and it can now remove 2 damage as well! Stick Luke
Skywalker (E) on there and you give it “Pay 2 Force -> Evade
2”, maxing out its defenses, and even give it the ability to do
some real damage with Critical Hit 4. Could this get any more
rediculous? Yes. Because this bomb X-wing is also a Jedi, which
makes it eligible for protection from Republic Hyperdrive Ring,
making it virtually impregnable. Then, stack up your Luke’s X-wing
with its other versions to max out its health and power. Go ahead,
you can breath now.
My
next choice of Space unit was the Millennium Falcon. Yes, this
has become very cliché, but effective. In this incarnation, I
have also focused on defensive capability as well as utility.
My Falcon stack features Millennium
Falcon (B) for its Evade 2. I also stacked in Millennium
Falcon (A) for damage removal. Millennium
Falcon (D) is in there in case I can’t draw anything else,
or I have the opportunity to stack it up (only if my build can’t
be used for anything better). Millennium
Falcon (L) is in case I am lacking useful cards and need to
dig for something.
And
for the garnish in tune with the deck’s principles, I included
a couple Kessel
Runners for some build gain. It can also serve to draw fire
away from Luke’s X-wing and the Millennium Falcon as further protection.
Ground
With Ground, I returned to one of my favorite units, Forward
Command Center (FCC). I used to love to couple it with AT-TE
Walker 23X or Rebel
Armored Freerunner. My son used it with AT-TE
Walker 71E to good effect. This time, though, I’m changing
up. The Infiltration
Team is a good candidate for the FCC’s assistance. And in
case it’s needed, I even added a copy of Coruscant
Emergency Ship to make sure a Speeder is always available
and even be able to bring in some late game protection.
In
the background, I provided Pirate
Swoop for some build gain, and Coruscant
Air Bus is still my favorite for inexpensive LS drawing power.
An effective build/draw engine is vital to every deck.
The
pièce de résistance to a defensive deck is going to be Anakin’s
Podracer (A). With a Wedge piloting, this baby is sure to
fit right in. It is also a candidate for FCC’s assistance. Having
first strike capability second only to Sebulba’s
Podracer (A), it is sure to wreak havoc on your opponent’s
hard core units with its Lucky 1.
Character
Since I’m putting so much into the Space and Ground arenas, I
think my chances are best if I provide Pilots for the units, and
we have some real beauties available.
First,
as I mentioned above, is Luke
Skywalker (E). His Evade and Critical Hit are monsters on
any unit. However, I didn’t stop at (E). I also included Luke
Skywalker (G) and Luke
Skywalker (K) for stacking and Piloting versatility. To make
sure I always have a good Luke available, I also included Luke
Skywalker (A). And, in case I should have to fight in the
Character arena, Luke
Skywalker (P) can steal one of your opponent’s non-Jedi weapons,
reducing their power and increasing Luke’s own.
For
R2-D2, I provided a range of stackable versions. R2-D2
(D), R2-D2
(H), and R2-D2
(J), each Pilot, and each remove damage to give your opponent
a real headache against Luke’s X-wing. I also included R2-D2
(B) for some extra damage removal. I was originally going
to include R2-D2
(E), but then I figured it would be more effective to use
Yoda
(E) instead, while R2 pilots. Yoda (E) with the stacked and
piloted Luke's X-wing (E) I menationed is just adding insult to
injury.
As
I mentioned, Wedge
Antilles (B) will be the real jewel for the Ground arena when
put on Anakin’s Podracer (A).
Mission
Battle cards, for me, are always pretty much a given, so I tend
to go for Missions next, as I can always take out anything for
Battles, but I figure if I do Missions first, I may come across
something indispensable. Battle cards become the flexible commodity
and are really the last thing I put into my decks (though I always
keep Dismiss at the back of my mind).
That
being so, I figure I need some protection for my Ground units,
so I included Return
to Spaceport for staying power.
Locations
Next up, I kept the Locations simple, providing the obvious Lars
Homestead to bring down costs and making Pirate Swoops and
Kessel Runners more effective. I put in enough of it to fight
replacement.
Battle
For Battle, as could be expected, I included Dismiss
in case someone pulls a Droid
Missiles, Separatist
Buzz Droid, or Buzz
Droid Swarm. I also included Fly
Casual to help slow my Infiltration Team down if it is under
threat.
Equipment
Since I’m not putting much emphasis on Character, and there’s
not a whole lot of cheap Space and Ground Equipment to help out,
I did not include any Equipment, though I am anxious to create
a good deck with Equipment.
With
no further ado, here is the deck. Read further for a summary of
how to use it.
Totals:
14 Character
16 Ground
15 Space
6 Battle
4 Mission
4 Location
0 Equipment
60 Total Cards
Download this deck and other deck
articles for LackeyCCG here.
The
Deck in Action
Be sure to focus on the damage prevention and removal, as that
is the theme around which this deck was built. Use FCC at every
opportunity. Put Wedge on Anakin’s Podracer and R2 on Luke’s
X-wing, with its (E) version on top. Use the Falcon only for
backup and use Luke where he’ll be the best use.
Use
Dismiss against pesky tapping units and Down
in Flames. Luke’s X-wing and Anakin’s Podracer are your best
units. Save Yoda and the Hyperdrive for last, and use Yoda where
he’ll be of best use (either reducing how much Force you spend,
or protecting whichever arena is weakest of Space or Ground).
I hope this article
has been informative, and since I have no one to play against, I
would like to know how the deck works for anyone. Be sure to let
me know.
Thoughts
or comments? Visit the message board thread for this article here.About
the Author
C. J. has been a player of the game since 2003 and was the Text
Finalization Leader of the IDC Rules Sub-committee during FOTR
and SAV. He is currently the Public Affairs Editor. C. J. has
written many other articles for the IDC and Rebelbasers.com and
has been a member of both the Wizards and Rebelbasers forums since
January of 2004, posting under the name Corjay.
The
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