Brand new player - would love general tips and deck criticism

By AgentShades, in Star Wars: The Card Game - Strategy

Hi all,

I just got into the Star Wars LCG this past week and it's seriously got its hooks in me. I've been building decks and trying to pick up the strategy (I've never played a card game like this before). I'm hoping to start playing at my FLGS soon bit until then I've just been playing casually with friends using my cards. I must admit I'm still pretty bad, but I'm eager to improve.

So that said I have two main questions:

1. What's the best way to improve between games? I always come away from a game with a little bit of new understanding, but between games are there things I can do to improve?

2. Would you mind pointing out holes in my current decks (below) and maybe suggesting some changes? I'm new enough that I can't see the holes that seem obvious to other people but I am eager to practice (I'm not normally a competitive person but I kinda want to get up to competition level and try my hand at a tournament).

My current main decks are:

DS:

Navy Affiliation

2x Imperial Command

2x The Endor Gambit

2x Kuat Reinforcements

2x Defense Protocol

2x Overwhelming Numbers (Escort Carriers)

(Wanted to sub Endor our for Black Squadron but Overwhelming is Navy Only and I need that more than Black Squadron)

LS:

Smugglers Affiliated

2x Hero's Journey

2x In You Must Go

2x Heroes and Legends (is that a restricted set? I couldn't find an answer)

2x Secrets of Yavin 4

2x Questionable Contacts.

These are my main two and they've worked fairly well for the week since I got into this against my friends but that means next to nothing in the scheme of things. I'd appreciate any help or analysis or criticism, anything I can use to learn.

If you're really up to do deck analysis you could also tell me where the flaws are in my rebel off-deck I made for fun:

Jedi Affiliation

2x Deep Commitments

2x Fleeing the Empire

2x Mobilizing the Squadrons

2x The Defense of Yavin 4

2x Draw Their Fire

I haven't tested this one much but my general idea is using shields in combo with Deep Commitments shield moving/recycling ability to give a fighter swarm some survivability/get the balance my way.

Anyway, thanks for reading such a horrendously long post and I'll appreciate any advice!

Heroes and Legends is not restricted in any way.

Your Jedi/Smugglers deck seems pretty good. 4 event cancels and a bunch of tricks. The guardians are good to have with Han only being 2 damage capacity. The new fad is to run the Yoda from the Echoes of the Force cycle in your Jedi and Jedi/smuggler decks. It is a really strong objective set. As far as the others, I can take a look at them and see.

I haven't got my hands on that pack yet, but I'm planning on it, and it may take over a slot in my deck once I have it. Thanks for your input!