We're continuing this from a "Rules" thread that really wasn't about game rules anymore...
Also, you do know that you can mix affilations in your decks, right? (So for instance: the core Sith objectives and Navy's Defense Protocol which was a typical objective to see in early Sith control.Mostly for its additional Twist of Fate and the one damage for one less card draw)
We tried that for a while with our Core Set + The Desolation of Hoth , but found that it didn't work as
- Scum and Villainy + Smugglers and Spies pretty much require a deluxe expansion to play at all (they would tease you with a Boba Fett in that Core Set);
- we started to throw rules out the window like Faction Match Requirements; and
- it made the decks conform to no real strategy at all and the game was sort of chaotic.
I assume, like That Other Game (100% agree with you on cost with MtG --we gave that one up long ago, but that's another topic entirely), faction/color combos are super card-sensitive.
Right now we've found that the best, most competitive games for the two of us from our meager selection of cards come from a Jedi deck and an Imperial Navy deck, but I'm fascinated to see how Capture decks work, which can be a combination of any of the three DS factions.
Does this mean that a lot of the "Theme Decks" come from lots of cards that take a single action , or have a certain ability type?