Spectre Cell Command Cards

By Elthalion, in Star Wars: Imperial Assault

Hi

I have just bought everything from the new lothal expansion and I am willing to play the spectre cell list with al the rebels guys. My doubt is the command cards, with so many different types of minis I have a great problem to choose the best. I am thinking about cards for all figures, all unique, etc what do you think? Recommendations? Card list???

These are the cards i'm thinking about:

3. On the lam (assassinate?)
2. Tools for the Job (Dying lunge? Heart of Freedom? Force surge? Second chance? Prepared for battle?)
1. Tough Luck, Negation, Force push (Brace for impact? Deathblow? Pummel? Strength in numbers?)
0. Urgency, rebel graffiti, officers training, take initiative, force rush, element of surprise (positioning advantage? Celebration? Planning?)

49 minutes ago, Tvboy said:

Just checking, but you know this card got spoiled right?

39993381_10155856876927947_5202049936350

Pack Alpha? Yeah it's going to be really good with my Lothcat/Nexu/Rancor list.

3 hours ago, Tvboy said:

Just checking, but you know this card got spoiled right?

Yes, I do. I don't understand the question, though. :D

2 hours ago, Fourtytwo said:

Yes, I do. I don't understand the question, though. :D

He’s referring to the significant boost that Spectre Cell actually gives...

and your choice to run non-spectres will remove that boost as an option...

Edited by Majushi
21 minutes ago, Majushi said:

He’s referring to the significant boost that Spectre Cell actually gives...

and your choice to run non-spectres will remove that boost as an option...

But I don't want to run Spectre Cell, I want to run an Ahsoka-Ezra-Sabine-team. The opening post was pointing towards the dilemma of the Spectre Cell not sharing many traits among each other and the difficulty of building a command deck around them. I just wanted to point out that I built a list around some Spectres and two non-Spectres with the same dilemma, and posted my list to give an idea of how I built my command deck, which does not use any cards requiring traits.

I thought the context with regard to the question asked in the opening post was pretty clear, and I hope it is now. Did I express myself ambiguously? :D

Edited by Fourtytwo
1 hour ago, Fourtytwo said:

But I don't want to run Spectre Cell, I want to run an Ahsoka-Ezra-Sabine-team. The opening post was pointing towards the dilemma of the Spectre Cell not sharing many traits among each other and the difficulty of building a command deck around them. I just wanted to point out that I built a list around some Spectres and two non-Spectres with the same dilemma, and posted my list to give an idea of how I built my command deck, which does not use any cards requiring traits.

I thought the context with regard to the question asked in the opening post was pretty clear, and I hope it is now. Did I express myself ambiguously? :D

The OP was taken to build a CC deck for all of the Spectre Team in the Spectre Cell. He doesn't want to swap out Spectres for non spectres.

I.E. Your team is Ezra, Kanan, Sabine, Zeb, Chopper and Hera. You can't change these members. Build a CC deck.

IM NOT TALKING ABOUT SWAPPING TEAM MEMBERS. I'M TALKING ABOUT THE COMMAND DECK I'VE BUILT FOR A TEAM THAT IS VERY VERY SIMILAR TO THE SPECTRE CELL. IT DOES NOT USE ANY TRAIT REQUIREMENTS. YOU CAN USE IT FOR THE SPECTRE CELL JUST AS WELL. DID YOU EVEN LOOK AT IT? WHAT'S SO HARD TO UNDERSTAND?!?

Eh, never mind - I'm going to talk to a wall now, that's a lot more productive.

Edited by Fourtytwo
12 minutes ago, Fourtytwo said:

IM NOT TALKING ABOUT SWAPPING TEAM MEMBERS. I'M TALKING ABOUT THE COMMAND DECK I'VE BUILT FOR A TEAM THAT IS VERY VERY SIMILAR TO THE SPECTRE CELL. IT DOES NOT USE ANY TRAIT REQUIREMENTS. YOU CAN USE IT FOR THE SPECTRE CELL JUST AS WELL. DID YOU EVEN LOOK AT IT? WHAT'S SO HARD TO UNDERSTAND?!?

Eh, never mind - I'm going to talk to a wall now, that's a lot more productive.

I looked at it. It's a way to build the CC deck and while you will have to make changes (remove Right Back at Ya) it's a reasonable start.

Just to go back on topic, I believe that the purpose of Spectre Cell is to provide a low cost competitive list with Core + ToL + Wave 11. If my trust in designers is well deserved I'm sure CCs in these boxes and packs can provide a competitive command deck without further additions. I can't tell you what to pick exactly but I believe that you should focus on Core + ToL + Wave 11 content.

Edited by Golan Trevize

I went 3-0 at a store Championship today. Here is my Command deck.

On the Lam [3]
Dying Lunge [2]
Tools for the Job [2]
Second Chance [2]
Heart of Freedom [2]
Tough Luck [1]
Negation [1]
Force Push [1]
Strength in Numbers [1]
Planning [0]
Element of Surprise [0]
Take Initiative [0]
Force Rush [0]
Rebel Graffiti [0]
Urgency [0]

6 hours ago, Tvboy said:

I went 3-0 at a store Championship today. Here is my Command deck.

On the Lam [3]
Dying Lunge [2]
Tools for the Job [2]
Second Chance [2]
Heart of Freedom [2]
Tough Luck [1]
Negation [1]
Force Push [1]
Strength in Numbers [1]
Planning [0]
Element of Surprise [0]
Take Initiative [0]
Force Rush [0]
Rebel Graffiti [0]
Urgency [0]

Congratulations! How much value did you get out of second chance? It seems very hard to use to me

Edited by brettpkelly
6 hours ago, brettpkelly said:

Congratulations! How much value did you get out of second chance? It seems very hard to use to me

It was pretty bad tbh. I got to use it twice that day and neither time did it proc. It was basically just a sign that said "shoot someone else instead". I think it just doesn't synergize with the list that well because there are 4 figures that all have the same points cost and all want to rush in, so you're opponent can just shoot at someone else in the list and not get punished. I feel like it will be much better in lists that have 1 centerpiece frontline figure like Vader or Chewbacca, where there isn't an easy alternative for them to shoot at.

15 minutes ago, Tvboy said:

It was pretty bad tbh. I got to use it twice that day and neither time did it proc. It was basically just a sign that said "shoot someone else instead". I think it just doesn't synergize with the list that well because there are 4 figures that all have the same points cost and all want to rush in, so you're opponent can just shoot at someone else in the list and not get punished. I feel like it will be much better in lists that have 1 centerpiece frontline figure like Vader or Chewbacca, where there isn't an easy alternative for them to shoot at.

Btw, I think that real power of this card is forcing the opponent to focus on a suboptimal target. It means the opponent has to delay an easy kill, or alternatively waste 2 attacks for scoring the kill and avoid activation of the figure with second chance. Very situational indeed because you need to put it in play when a figure gets really low on HP, but it's definitely cheaper than Miracle Worker. I believe this only works well with very expensive units, like Vader, so that you can keep him alive a little more maybe having the time to do one last activation or possibly end of round effect.

Edited by Golan Trevize
6 minutes ago, Golan Trevize said:

Btw, I think that real power of this card is forcing the opponent to focus on a suboptimal target. It means the opponent has to delay an easy kill, or alternatively waste 2 attacks for scoring the kill and avoid activation of the figure with second chance. Very situational indeed, but definitely more usable and cheaper than Miracle Worker. I believe this only works with very expensive units, like Vader, so that you can keep him alive a little more maybe get another activation, possibly end of round effect too.

Yeah, that’s why I said it works better with Vader or Chewie.

@Tvboy what changes would you make to the CC deck after having played it?

3 hours ago, defkhan1 said:

@Tvboy what changes would you make to the CC deck after having played it?

I'd like to drop Second Chance for Field Tactician and Pummel, but figuring out which 0 point card to cut is going to be hard. Take Initiative and Rebel Graffiti are too good to cut. Urgency and Force Rush were the only reasons Kanan and Zeb were able to keep up with Ezra and contribute to the fight. That leaves Planning and Element. Planning is so good when you draw it early, but it can be hard to use later in the game, although Chopper can at least always cycle it if Kanan and Hera are too busy to give up an action. Element is always going to be useful, although with how often my figures are starting the round in their targets face, and with how much Pierce my list is bringing, it feels like it was a lot less useful in this list than in some other lists. I think Planning has the highest high but also the lowest low, whereas Element is always going to be a good draw but isn't always going to be as good as 2 draws. I know a lot of people would cut Urgency before they cut either of those cards, but when Urgency means the difference between Kanan or Zeb being able to use their melee attack, it's hard for me to cut that card. I will probably end up cutting Element because Planning is more fun, but that might be wrong.

2 minutes ago, Tvboy said:

I'd like to drop Second Chance for Field Tactician and Pummel, but figuring out which 0 point card to cut is going to be hard. Take Initiative and Rebel Graffiti are too good to cut. Urgency and Force Rush were the only reasons Kanan and Zeb were able to keep up with Ezra and contribute to the fight. That leaves Planning and Element. Planning is so good when you draw it early, but it can be hard to use later in the game, although Chopper can at least always cycle it if Kanan and Hera are too busy to give up an action. Element is always going to be useful, although with how often my figures are starting the round in their targets face, and with how much Pierce my list is bringing, it feels like it was a lot less useful in this list than in some other lists. I think Planning has the highest high but also the lowest low, whereas Element is always going to be a good draw but isn't always going to be as good as 2 draws. I know a lot of people would cut Urgency before they cut either of those cards, but when Urgency means the difference between Kanan or Zeb being able to use their melee attack, it's hard for me to cut that card. I will probably end up cutting Element because Planning is more fun, but that might be wrong.

No I absolutely agree. I think Planning and EoS are the two "weakest" 0 cost cards in that list, which is normally an absurd statement because they're auto-includes in nearly every other list. I'd even consider dropping both for another movement card (maybe Advance Warning).

1 minute ago, defkhan1 said:

No I absolutely agree. I think Planning and EoS are the two "weakest" 0 cost cards in that list, which is normally an absurd statement because they're auto-includes in nearly every other list. I'd even consider dropping both for another movement card (maybe Advance Warning).

I am also considering that, though I think ultimately Planning, even drawn in round 3, is still better. If I did I would definitely go with Fleet Footed before I went to Advanced Warning so that Zeb can use it.

On 8/25/2018 at 3:17 AM, Fourtytwo said:

IM NOT TALKING ABOUT SWAPPING TEAM MEMBERS. I'M TALKING ABOUT THE COMMAND DECK I'VE BUILT FOR A TEAM THAT IS VERY VERY SIMILAR TO THE SPECTRE CELL. IT DOES NOT USE ANY TRAIT REQUIREMENTS. YOU CAN USE IT FOR THE SPECTRE CELL JUST AS WELL. DID YOU EVEN LOOK AT IT? WHAT'S SO HARD TO UNDERSTAND?!?

Eh, never mind - I'm going to talk to a wall now, that's a lot more productive.

Geez so angry... Maybe you need to get a hobby, like painting, to help you chill out... :rolleyes:

So currently I'm testing out Extra Armor over Doubt, since Doubt will be mostly useless against the mirror and against Imperials (though Thrawn may change that), and here is my updated Command deck.

Commands:
On the Lam [3]
Dying Lunge [2]
*Comm Disruption [2]
Tools for the Job [2]
Heart of Freedom [2]
Force Push [1]
*Field Tactician [1]
Negation [1]
Strength in Numbers [1]
Element of Surprise [0]
Take Initiative [0]
Force Rush [0]
Rebel Graffiti [0]
Urgency [0]
*Fleet Footed [0]

I cut Planning for Fleet Footed, Tough Luck for Field Tactician, and Second Chance for Comm Disruption. Because I have no card draw in this deck, Comm Disruption is there to act as the 2nd copy of Negation, which I think will be increasingly useful as Rebel Graffiti starts to show up in more lists and I think it will be more useful than Force Surge. Field Tactician gives Chopper something useful to do when System Shock would be pointless. Can combo with Strength in Numbers, activate Chopper, play Field Tactician to move Kanan or Zeb closer, then Spectre Cell them 2 more spaces and attack, then Strength in Numbers to activate that figure.

Element of Surprise is the only card i literally see "weak" in that list...that should say enough on its absurdly high damage rateo

9 minutes ago, erlucius90 said:

Element of Surprise is the only card i literally see "weak" in that list...that should say enough on its absurdly high damage rateo

It's still useful for Hera, Zeb and Sabine though. It will also never be a dead draw, which Planning often is if you draw it round 3 or later.