Deck building challenge.

By Oogy, in Star Wars: The Card Game

Hello all, I have a few people I play the Star Wars LCG with but I am the only one who plays serious enough to buy cards. I tend to build decks and mop the floor with my pals and then switch decks up try something new and we spend the night tearing down decks and rebuilding them. So I have a Challage for all of you, I have all the products that someone needs to have 1 complete set. (2 cores 2 EoD, 1 BotF, and 1 of all force packs)

With that in mind see how many decks we can build around the same power level with only one set of cards; So if one deck in your list uses 2 MTFBY then no other deck can have them. I want to have around 6 to 10 decks I can pull out that are effective (but obviously not optimized.) with just one pool of cards. I also want each deck to have a mechanic to help teach my palls the finer points of the game. (Bounce, protect, timing/action windows) see how many good balanced decks you can come up with one set of cards and you will have my graduate. I think a deck list like this will be helpful to me and the community as a whole.

These are not the decks you're looking for, but it will give you a start:

http://www.cardgamedb.com/forums/index.php?/topic/17060-6-starter-decks-2x-core-set-and-2x-edge-of-darkness/

The rationale for the linked thread is to find starter decks that are more consistent and more balanced than the core starter decks while still exploring key concepts of each affiliation. The goal was also to restrict the card pool to 2 core and 2 Edge of Darkness since those are commonly thought to provide a very solid foundation to deck building among all 6 factions.

If your goal is teaching different aspects of the game, I think balance is actually less important. Instead, just come up with a bunch of archetypes and tweak them accordingly. Here is another thread you may find useful as you search for different deck archetypes:

http://www.cardgamedb.com/forums/index.php?/topic/18176-archetypes-and-cores/

Good luck in your search!

Seems simple enough. The easiest way is to simply make 6 mono-faction decks. I didnt quite go that route, but am close. The factions are all pretty balanced right now. Jedi/Sith are still "the best" but Id say only Rebel is kinda weak at the moment.


Dark:


Sith

2xFall of the Jedi

2xEmperors Web

2xPlan of the Prophetess

2xExecutor Arrives

1xCounsel of the Sith

1xScouring the Empire


Imperial Navy

2xSuperior Numbers

2xKuat Reinforcements

2xDefense Protocol

2xTatooine Crash

2xAcross the Jundland Wastes


Scum and Villiany (you could go a lot of routes with this one)

2xJabbas Reach

2xTrandoshan Terror

2xSlimiest Scheme

2xSlave Trade

2xCarbonite Transport


Light:


Jedi

2xHero's Journey

2xMay the Force Be With You

2xHeroes and Legends

2xSecret of Yavin 4

1xWachers in the Wasteland

1xLast Minute Rescue


Smugglers and Spies

2xDefense of Yavin 4

2xAcross the Anoat Sector

2xAttack Pattern Delta

2xHoth Operations

2xPrepare for Evacuation


Smugglers and Spies

2xQuestionable Contacts

2xTrust Me

2xWookiee Life Debt

2xAsteroid Sanctuary

1xAlong the Gamor Run

1xThe False Report

LS is fairly open, and you can build a number of potent archetypes without too much overlap. The following are decks I had ready to go while testing for worlds. You could also easily do a speeder deck

Rebel: Trench Run x2, Gun Yoda x2, Jedi Leia x2, Ferus x2, Guardians x2

Rebel: Defense Yavin IV x2, Dash x2, Han x2, Sleuths x2, Blockade Runner x2

Smugglers: Lando x2, Falcon x2, Chewie x2, Freeholders x2, Crix x2

DS was harder to have several decks sleeved up for as I wanted to put the emperor in everything. Without rebuilding every session this is what I had ready to go:

Sith: Palpatine x2, Mara x2, Jerec x2, Jawas x2, Wolverine x2

Navy: Defense Protocol x2, Kuat Reinforcements x2, Superior Numbers x2, Black Squadron x2, Recon x1, Dark Time x1

Sith: Second Phase x2, Vader's Fist x2, Counsel x2, Tuskens x2, Wampas x1, Snowtroopers x1

I wouldn't really recommend that last deck for competitive play, but it was something I had built.

Here is a good mono-Rebel deck:

2x The Rebel Fleet

2x Defense of Yavin4

2x Hoth Operations

2x Attack Pattern Delta

2x Preparation for Battle

It uses objectives sets from Hida77's decks (his second light side deck), but if you want to go the mono affiliation route, this is one of the best mono Rebel decks out there I believe. It can beat everything (but not always, of course).

Maybe I come up with more decks later.

Trajan's Mono-Navy Trooper Walker deck:

2x The General's Imperative

2x The Dark Trooper Project

2x Reinforcements!

1x Repair and Refurbish

1x Unstoppable Advance

1x Sabotage in the Snow

1x Shdows on the Ice

Has won a 30-player tournament in France.

Trajan's Mono-Navy Trooper Walker deck:

2x The General's Imperative

2x The Dark Trooper Project

2x Reinforcements!

1x Repair and Refurbish

1x Unstoppable Advance

1x Sabotage in the Snow

1x Shdows on the Ice

Has won a 30-player tournament in France.

Sure. I played it on Worlds Weekend in the Sunday Winter Kit Tournament. Won all games with it except for one. It's a blast to play. A Navy attack deck with lots of unit and blast damage icons and targeted strike ! Blow up their objectives AND their units :)!

Both Veers and Mohc give boni to the Reserve Troopers aswell as the Dark Troopers. Veers also adds a unit damage to your Walkers. Forward Command Post adds blast to shielded units.

Imagine a Reserve Trooper attacking with one or both Generals and Security checkpoint on the table. 2-3 black unit damage, 2-3 black blast damage, edge 1, targeted strike. Add a Dark Trooper and it's edge 2.

Add shields from the Walkers. Add free Wampas and Succumb to the Cold.

Deck even can blow up Trench Run with Turbolaser Battery. Have done it on OCTGN.

Many thanks. I will just need to try it I think.