Dark Side – Tax Their Defenses!
By C. J. Williams

A couple of weeks ago, in the article Light Side – Shore Up Your Defenses!, we discussed the difference in use of offense and defense with DS and LS decks and showed that LS works best in a defensive capacity, because DS works best in an offensive capacity. In that article, my LS deck was featured to demonstrate the effectiveness of LS defenses. This week we discuss the importance of resources and how they can affect these strengths and manipulate their weaknesses.

As I mentioned in the above article, If you are DS, you want to take advantage of winning ties, including ties for speed, and having power available for when you strike first. Conversely, if you are LS, you should seek to survive multiple onslaughts so that you can come back and whittle away at the DS’s units. What I didn’t mention in that article is that there is an alternative.

The Economy of a Deck
There are 2 primary things that a deck needs to survive: resource economics and damage control. Take away the former and you emaciate the latter. There are 4 types of resources: cards, units, build, and Force (I include units, because once played, the cards turn into a new type of resource that you may tap to pay costs, and are the usual means by which you win the game). Damage control refers both to player’s offensive and defensive capabilities. Take away one or more of your opponent’s resources and you emaciate their ability to attack and defend. What I mentioned last time was damage control. What we will focus on here is resource manipulation.

Attack and defense work on a curve. The lower your ability to attack hard and fast, the better your defenses should be. The player with the better attack and defense curve is more likely to win the game. By manipulating that curve, you increase the size of your attack and defense curve in relation to your opponent’s curve in order to gain the advantage. You can do this through either boosting your own curve or reducing your opponent’s curve. Last time we covered boosting your curve, now we will go over reducing your opponent’s curve through resource denial. Raiding your opponent’s resources is the most effective way to diminish their defenses and essentially neutralize their attack efficiency. We’ll start by discussing how each resource works and how to deny it and then wrap it up with an example of a denial deck.

Card: in order to build a card, it has to be available. To have more cards available, you need to have something to help you draw more cards. This is known as your draw engine. However, general card denial is hard. To date, there has never been a successful card denial deck. It’s just not possible in the current environment. However, there are two kinds of card denial that can prove very effective: searching for a specific card to discard, or disrupting the play of cards. By denying specific cards, you are able to put a kink in the effectiveness of your opponent’s deck. Cards like Search for the Rebels, Ephant Mon (A), and Take a Prisoner have all proven to be effective search and discard cards. Disruption, however, has proven to be even more effective, not only denying the play of the card at a crucial point, but wasting your opponent’s resources at the same time. Both the card and the Force and/or build required for the card have been wasted. Some good cards for this are Lando’s Trickery and Foil, which affect Battle cards and Mission cards respectively. You can also tap or destroy your opponent’s card drawing units.

Units: a unit can be used in many ways, including providing abilities of all types, paying costs, and depleting your opponent’s units. Getting rid of your opponent’s units is the primary goal of the game, but there are many ways to do this besides the straight attack method. As mentioned in the previous paragraph, cards like Take a Prisoner allow you to search for a card and discard it, versions of a unit in this instance, keeping a particular unit out of your opponent’s reach. Another strategy is taking control of your opponent’s units. The most notorious way of doing this is Lando’s Influence, which takes control of one of your opponent’s neutral units for 1 round at no cost. Just grab a neutral unit with Lando’s Influence and then use Dark Sacrifice to turn the unit into cannon fodder. Along similar lines, Down in Flames can allow you to discard a speeder that your opponent paid good build for. Then there is tapping, which allows you to effectively take your opponent’s units out of play for the duration of the effect. They can’t activate abilities, pay costs, or attack. Orn Free Taa (A) and Skiff are favorites for tapping Characters. Disrupting activated abilities can also help in this endeavor, as many activated abilities have a tap cost to pay for the activation. Disrupt the ability with a card like Mind Trick and the unit is virtually useless.

Build: build is the life of the game. Without build, you can’t construct units, play missions, or pay certain other costs. Denying build can be super effective, which is probably why we haven’t seen too much of it. After all, if a little build gain goes such a long way toward the success of a deck, then a little build denial must go a long way in the opposite direction. Denying build can be done by reducing the amount of build your opponent gains during the Ready Phase through such cards as Theed Power Generator or Wat Tambor (A).It can also be done by searching for and discarding cards (as mentioned in the card paragraph), particularly Locations, that gain build. You can tap or destroy units that gain Force, or you can remove build counters from cards in your opponent’s build zone with Blockade from BOY and then cause them not to be able to spend them by dumping their hand. Finally, you can make them pay a hefty Upkeep through Falcon’s Needs.

Force: this is the means by which players most frequently boost their power and their defenses. LS benefits from denying Force that can boost the DS units through Battle cards and activated abilities, and thus serves as a protection to LS units. DS benefits by denying Force that the LS could use for surviving longer. Disrupt cards are often great Force denial vehicles, with Disrupting Strike as the pivotal expression of this. It gives your opponent the choice to either accept that they wasted force on the Battle card, or they must pay more to make the card work. Normal disrupts, like Dismiss affect your opponent’s Force by causing it to be wasted. You can leach your opponent’s Force through such cards as Meditation Chamber, Maul’s Strategy, and Quicker, Easier, More Seductive. You can zap your opponent’s Force with Cloud City Prison. Finally, you can make your opponent pay to perform mundane tasks such as activating abilities or making attacks with units like Nexu and Cloud City Wing Guard.

You now have the basics for dominating your opponent by robbing them blind. I’ve put these things into action with the following deck.

A Dark Embargo
The following deck affects all of your opponent’s resources, but I haven’t abandoned the idea of a primary theme here. The primary theme is Force denial, currently the most effective denial strategy, as there are more cards for it than any other.

The greatest triumph of the Fall of the Republic set, in my opinion, was the establishment of DS Diplomat Force Denial. Creating a new deck type isn’t easy, but the advent of Sly Moore (A) made it a reality.

Character
Unlike last time, I began this deck in the Character arena, and it has undergone many changes until I figured out what I was going for and what was bad. Besides Sly for Force denial, I also have Poggle the Lesser (A) for the choice of tapping or Force denial. Giving your opponent a choice between two evils is always a win-win proposition. What I decided to do for my damage producer was go with 3 low-cost Force denial fighters: Anakin Skywalker (P), Aurra Sing (B), and Lando Calrissian (D). I think of them as an almost inseparable trio. The reason being that I think it is better to have 3 different fighters who accomplish the same function than to have 3 copies or even 3 versions of the same fighter, as you may have the chance to play 3 separate fighters, massing them on the opposition. They also serve as a back door for the Character arena (In case the arena fails to go off properly). Of course, Lando is better all around for low cost and protection by Sly, the other two should still do quite well. I also included San Hill (A) for a little build, Senator Tikkes (A), to maximize my drawing power, and Wat Tambor (A) for a little late game build zapping.

Ground
The Ground arena seems standard with Bespin units and Jabba’s Sail Barge (A). I played around with some various arenas but felt that a fully packed high-Force-cost arena was the best way to go. This includes a full complement of Bespin Cloud Car Squad, Cloud City Wing Guard, and Bespin Twin-Pod Cloud Car. Classic, perhaps overused, but effective. If you want to zap your opponent’s Force, this is the way to go. With pilot decks on the rise due to Luke’s X-wing (E), it will give an edge to spoiling their Ground arena focus.

Space
I also did a lot of work on the Space arena. My primary concern was Luke’s X-wing. After seeing how much Luke’s X-wing has been used lately, it is key to overcome it if there’s any chance of acquiring the space arena. Thus auto-damage is the best chance, especially since the x-wing’s evasion will be weakened through Force denial. However, in a way, that itself acts as Force denial, so this is good, and the more damage done and the more sources of damage, the harder it is for Luke’s X-wing to defend itself. Thus, I’ve included four Droid Missiles and a Buzz Droid Swarm for good measure. One thing for sure, is the LS Space arena is afraid to attack Vader's TIE Fighter (C), because its Deflect goes a long way, but then again, so does its Overkill. This will leave it around long enough to do some real damage. For protection against Slave I (G), I included IG-2000 (A). I also included a couple copies of Endor Imperial Fleet for the free 8 power hit and Overkill (More auto-damage). Finally, TIE Interceptor will keep the arena alive. While this looks like a lot of units and appears unfocused, it is actually just 4 primary units with 2 units ready for backup. I try to keep a back door in my Space arena.

Location
My next concern was the Locations. Really, I knew from the beginning what I wanted in the deck. However, making it a reality is a different story. My two favorite Force denial cards are Forests of Endor (FoE) in the Ground arena and Carbon-Freezing Chamber (CFC) for control of the Character arena (protecting the deck from LS Diplomat Force denial and Jedi super stacks). However, these are expensive. Well, from past experience, I know FoE is more essential to a Force denial strategy, so I included 2 copies. However, to have both of those cards in play at the same time is nearly impossible at the beginning of the game, so I’ve provided a surrogate with Meditation Chamber, which both protects against LS Diplomats and leaches Force. It is a great arena starter until I can afford to put CFC out. Finally, I included one copy of Utapau Landing Platform (ULP) to get rid of that pesky Asteroid Field. CFC and FoE are expensive, but a must have in my opinion.

Mission
Probe the Galaxy is vital for making sure you get the right Location at the right time. FoE is the primary card to search with this if needed, and Meditation Chamber is the second. CFC and ULP will often show up at some point. Capture Obi-Wan is great for Force leaching as both Force denial and once again protecting against LS Diplomats. While there aren’t a lot of copies here, when it hits, it hurts. When you have units like Luke’s X-wing around, you can never carry too many Homing Missiles.

Battle
You’ll probably note that the Battle cards are light in relation to the Mission cards. In fact, there are very few Force Requirements in this deck. The reason is that the LS Diplomat deck often affects more traditional DS decks because of their reliance on Force for many things. However, I have sought to keep Force usage low. I’ve opted for the free Disrupting Strike also because it is great Force denial. I included Foil to protect myself against the increasingly popular Homing Missile, which I am also using. Finally, I included one copy of Down in Flames to take out that troublesome Anakin’s Podracer (A) with Wedge Antilles (B).

Once again, I’m packing no Equipment. I hope one day to have Equipment that will make a deck competitive, while keeping it fun to play. Below the deck you will find a few tips on operating this deck.

 
  Vaporator
 
 

1 Anakin Skywalker (P)
1 Aurra Sing (B)
1 Lando Calrissian (D)
2 Poggle the Lesser (A)
2 San Hill (A)
4 Sly Moore (A)
1 Wat Tambor (A)
1 Senator Tikkes (A)

 

4 Bespin Cloud Car Squad
4 Bespin Twin-Pod Cloud Car
4 Cloud City Wing Guard
2 Jabba's Sail Barge (A)

 

1 Buzz Droid Swarm
4 Droid Missiles
2 Endor Imperial Fleet
1 IG-2000 (A)
4 TIE Interceptor
2 Vader's TIE Fighter (C)

 

3 Disrupting Strike
2 Foil
1 Down in Flames

 

2 Capture Obi-Wan
3 Homing Missile
2 Probe the Galaxy
1 Falcon’s Needs

 

1 Carbon-Freezing Chamber
2 Forests of Endor
1 Meditation Chamber
1 Utapau Landing Platform

 
  Totals:
13 Character
14 Ground
14 Space
6 Battle
8 Mission
5 Location
0 Equipment
60 Total Cards
 
Download this deck and other deck articles for LackeyCCG here.

Tips for Maximum Effectiveness
Mulligan all utility cards in setup, except Locations. You’re likely familiar with the units in Space so play them how you are familiar with them and however you think is best. Use auto-damage liberally on Luke’s X-wing and the Millennium Falcon; there’s Homing Missile and Droid Missiles for that. Just be sure to fight off your opponent’s Homing Missiles with Foil, and intercept where possible with the TIE’s. Ground is traditional. Just put them out there where you can. Use Down in Flames on the Anakin’s Podracer+Wedge Antilles combo as soon as you can. Remember that the most important Location is Forests of Endor. If you don’t already have it or Meditation Chamber, use Probe the Galaxy to get one of them out. Put out Meditation Chamber as soon as you can after FoE. Use Utapau Landing Platform only after an Asteroid Field goes out. While it’s nice to have, it won’t do you any good if it gets replaced by Asteroid Field. Carbon-Freezing Chamber is only for pesky Characters and only if the game is dragging on.

Sly Moore is the key to this deck. Get Sly out and you’ll fair well. If, for any reason, Sly slips through your fingers, stick to the fighters and San Hill (A). San Hill is usually the last to die, because the other player wants the build he provides. Bring out Poggle the lesser to help protect your Character arena. When you have a chance and things are carrying on, bring out Wat Tambor.

I hope you have gleaned something out of this article to help you in deck building. If you try out this deck, let me know how it goes.

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.

   
     
         

 

 
 


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