Rebel Fleet Deck

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

Affiliation:
Rebel Alliance (Core)


Total Objective Sets: (10)

2x The Rebel Fleet (Core)
Home One (Core)
Y-Wing (Core)
Repair Droid (Core)
Hidden Outpost (Core)
Target of Opportunity (Core)

2x Draw Their Fire (Core)
Admiral Ackbar (Core)
X-Wing Escort (Core)
X-Wing (Core)
Fleet Command Center (Core)
Heroic Sacrifice (Core)

2x Mobilize the Squadrons (Core)
X-Wing (Core)
Rookie Pilot (Core)
Trench Run (Core)
Rebel Assault (Core)
Covering Fire (Core)

2x Hoth Operations (The Desolation of Hoth)
Wedge Antilles (The Desolation of Hoth)
Rogue Three (The Desolation of Hoth)
Snowspeeder (The Desolation of Hoth)
Hoth Survival Gear (The Desolation of Hoth)
Target of Opportunity (The Desolation of Hoth)

2x The Defense of Yavin 4 (Core)
Red Two (Core)
Y-Wing (Core)
Astromech Droid Upgrade (Core)
Hidden Outpost (Core)
Rebel Assault (Core)

The biggest advantage of this deck is that it mostly avoids the Force Choke/Control Sith deck! Unless the Sith are willing to choke themselves, it makes a dead card in their hand. This deck has a lot of attachments in it to boost those vehicles, use them often.

With mostly lower cost cards, it takes a bit of a 'swarm' feel to it. Also, the Rebel Assault cards really let you take the beating to the objectives without the risks associated with battle. Have played this deck a few times and it is fast out of the gate. And it needs to be, as you will probably not win the Force struggle. But this deck can destroy those objectives faster than the Dark side can click to 12 at 2 per turn. Hoping to see how it does against an Imp Swarm. Works well against Sith.

Huh. That came out crappy.

Here's the text list:

Affiliation:
Rebel Alliance (Core)


Total Objective Sets: (10)

2x The Rebel Fleet (Core)
Home One (Core)
Y-Wing (Core)
Repair Droid (Core)
Hidden Outpost (Core)
Target of Opportunity (Core)

2x Draw Their Fire (Core)
Admiral Ackbar (Core)
X-Wing Escort (Core)
X-Wing (Core)
Fleet Command Center (Core)
Heroic Sacrifice (Core)

2x Mobilize the Squadrons (Core)
X-Wing (Core)
Rookie Pilot (Core)
Trench Run (Core)
Rebel Assault (Core)
Covering Fire (Core)

2x Hoth Operations (The Desolation of Hoth)
Wedge Antilles (The Desolation of Hoth)
Rogue Three (The Desolation of Hoth)
Snowspeeder (The Desolation of Hoth)
Hoth Survival Gear (The Desolation of Hoth)
Target of Opportunity (The Desolation of Hoth)

2x The Defense of Yavin 4 (Core)
Red Two (Core)
Y-Wing (Core)
Astromech Droid Upgrade (Core)
Hidden Outpost (Core)
Rebel Assault (Core)

I have played with a VERY similar deck twice in two days, and lost both times …

Both were to Navy decks. Without a way to keep Bombbardment from wrecking your day, it just lacks staying power.

I think this is the best Rebels has to offer, and, sadly, not good enough. Played several games with this against multiple different DS decks and find it to be too weak. Sure, there are games here and there where you pain train someone for whatever reason, but too frequently the DS dial gets too high or you lose an important edge battle since your icons kinda stink. Its better than it was in core, which is something I guess. Rogue 3 is a beast, but not nearly in the same league as Yoda these days.

As the previous comment, I have yet to be able to consistently beat Imperial Navy or Sith with it. Every few games it'll come out gangbusters and win, but even then, the dial usually gets above 8. I think it will get a lot better when we see more speeders.

Pros:

-Fast, wins or loses in first 4ish turns in most games

-Very good if your opponent isnt ready for it, easily rolls over inexperienced players

-Pretty fun to play, you beat down those objectives quickly when it works

Cons:

-Compelled to attack each turn, leaving you frequently vulnerable to the counter-attack. This is especially bad with Navy since with Vader/Bombard they can easily take 2 objectives if you leave it open.

-Very bad at force struggle control. Your best guys are 3s and you generally need these putting on pressure. Vader(either), Palpatine, or simly a few 2-icon guys will make you struggle pretty badly.

-Winning Edge battles. This is easier when you have speeders, but because you generally want to play several cards a turn, is easy to go into battles with only 2-4 cards. Combined with the fact that most of your cards are either 1 or 3 icons, you generally wont win edge when you want to without a play mistake from your opponent. This is a little better with Hoth Ops, but is still a pain point when they kill it or you dont see speeders.

- Fighting swarms - very hard to win if your opponent has Espos or other cheap units with guns. Navy is again the worst, since they get tons of cheap guys with 1-2 guns that they can get out quickly. If you see 3 guys turn 1 from DS, it is generally very difficult to gain control of the tempo, especially if they follow it with 2+ guys turn 2.

I ran a similiar deck, but I play A Hero's journey x2 with the Jedi Affliation to play Luke.

It has made this deck do a lot of damage real quick. It can beat a Sith Control deck if they have a few bad draws otherwise it can't last long against it.

Until the LS gets more resource cards (like Sith Library and Control Room) and more cards to help them draw cards into hand, the DS has the advantage.

Rogue 4 said:

I ran a similiar deck, but I play A Hero's journey x2 with the Jedi Affliation to play Luke.

It has made this deck do a lot of damage real quick. It can beat a Sith Control deck if they have a few bad draws otherwise it can't last long against it.

Until the LS gets more resource cards (like Sith Library and Control Room) and more cards to help them draw cards into hand, the DS has the advantage.

I agree with card draw from a Rebel perspective, but honestly I think Jedi are in a much different position. I have yet to be able to beat them consistently with Message from Beyond, even Navy is going 50/50 at best. Not going to derail the thread, but both sides seem much more evenly matched than they did in Core only. in Core I dont think I ever lost as Sith, now that deck struggles. I dont think either LS faction really has resource issues much.

Rebels need to expand on the Edge theme so they dont need more cards, thats why having more speeders will help immensely. I could deal with them having problems with Force struggle if they could consistently win edge, or at least have a big advantage there.

@ Hida77: You shouldn't really ever have an important edge battle with a Rebel deck, at least not right now. The idea is to make lots of little attacks against multiple objectives, so your opponent can't defend against all of them. An unopposed Y-Wing plus Rebel Assault takes out almost any objective in the game. And if you don't have the forces to do that…you just sit back and don't attack until you do. Seriously. I know it's counter-intuitive for an aggro deck, but that's how Rebels work.

@ Saje: How is Hoth Operations treating you? My Vehicle build uses Mission Briefing instead for Heavy Blaster Emplacement and the extra draw, I haven't been able to get Wedge and co to work that well for me…I guess part of it is that Wedge wants me to play Vehicles , but Hoth Survival Gear only enhances Characters .

D.Knight Sevus said:

@ Hida77: You shouldn't really ever have an important edge battle with a Rebel deck, at least not right now. The idea is to make lots of little attacks against multiple objectives, so your opponent can't defend against all of them. An unopposed Y-Wing plus Rebel Assault takes out almost any objective in the game. And if you don't have the forces to do that…you just sit back and don't attack until you do. Seriously. I know it's counter-intuitive for an aggro deck, but that's how Rebels work.

@ Saje: How is Hoth Operations treating you? My Vehicle build uses Mission Briefing instead for Heavy Blaster Emplacement and the extra draw, I haven't been able to get Wedge and co to work that well for me…I guess part of it is that Wedge wants me to play Vehicles , but Hoth Survival Gear only enhances Characters .

Agree to disagree. From my experience, if I cant win one edge battle, its next to impossible to win 2+ in a turn, especially if I played more than 2 cards prior to attacking. And the smallest, most generally insignificant units can kill anything short of Home One (which is also a bit soft) and will defend if for no other reason but to avoid the unopposed damage. The only difference now is that you have Rogue Three, which is something that most decks cant handle early very easily. Unfortuneately, you only get 2 of them. When you lose every edge, all that happens is your opponent controls your damage and eliminates your threats before they can do serious damage. Barring certain silly draws (hurr 2 mobilize from obj + 2 Rebel Assualts + 2 Y-wings), most decks will manhandle you either piecemeal as you propose or wholesale as I do. Also, there is no need to attack you, since even Navy has no trouble controlling the force struggle. If the DS decks you play against dont easily drop 3 guys turn 1 (and usually still have 4 cards left by your attack), I dont know what to say.

Funnily enough, I realized that if I played 3 guys (anything) after my example Rebel draw above, the maximum amount of objective damage that LS would do is 3, and Rebels would be left with one Y-Wing no matter how you split up the Rebel Assualts/Ywings. Anything short of that would result in much less.

Hida77 said:

Funnily enough, I realized that if I played 3 guys (anything) after my example Rebel draw above, the maximum amount of objective damage that LS would do is 3, and Rebels would be left with one Y-Wing no matter how you split up the Rebel Assualts/Ywings. Anything short of that would result in much less.

I'm on my way out so I don't have the time to address your whole post, but if you consider that draw to be the type of draw you'd call "silly" as RA I can imagine you having issues.

My most succesful deck thus far has been

2 x Mobilize the Squadron

2 x The Rebel Fleet

2 x The Defense of Yavin 4

2 x Fleeing the Empire

2 x Mission Briefing

1 x Hit and Run

I give it a 95% performance rating - that is win or lose this deck just works and works well, my opponents have to really fight to beat this deck

Before DoH came out and i remade it I had used it aout a dozen times againt both Sith Control (Emp/Vader combo) and Imperial Navy Trooper

It plays very fast and I only lost 1 or 2 games (I really need to start keeping track of that)

Since DoH I have remade it from the ground up using the RA Hoth set and LS neutral Hoth set and while I have only played 2 games with it (1 win, 1 loss) I feel it doesn't perform as well but more playtesting is required

I have been struggling with the tempo of Rebel decks, anyone care to weigh in on it here? (If not, I can start a new thread). I think it is important to understand the differences in tempo b/t Rebel and Jedi.

@ Adam: The most important thing to realize about a Rebel Assault deck is that you don't need to be attacking every turn. Your opponent probably has better unit quality, so don't feel obligated to attack if you're just going to lose your fleet. The other big thing is don't stress about the edge battle. You don't have the luxury of keeping cards in your hand for the edge battle, and you're not going to have the Force icons to compete with Sith even if you could. So commit to a small engagement that harasses the DS, rather than a large one that demands a response. If they defend against it, fine, that's defenders that can't be used to oppose your next attack. If they don't, you just got some free damage against an objective, and the majority of your units inflict blast damage. Finally, don't be afraid to use your Rebel Assaults for removal. Finishing off a Vader or Palpatine is far more important than just damaging an objective, unless you're destroying your third.

@ Kordos: Is Hit and Run worth it as an 11th objective?

D.Knight Sevus said:

@ Kordos: Is Hit and Run worth it as an 11th objective?

I would suggest that with Mission Briefing, Stolen Plans, A-wings, and You're My Only Hope, you have enough card draw to get those extra cards. And the fate cards will be lost from your hand quickly, so they won't take up space like other cards might. The Secret Informants are what I would worry about. If you've achieved good resource acceleration, why not play them? But if you're hurting for resources, they tend to be a fragile investment. In the long run, I don't think these 5 cards will ruin your deck consistency and the benefit Twist of Fate can have is worth it, in my opinion.

@D.Knight Sevus

Yes, I run 11 objectives in all my decks now, the extra fate cards are worth it - I find I have more options when declearing attacker/defenders now with extra fate cards in my deck, I almost always have at least one in my hand

I get more use out of Human Replica Droid than Secret Informant though so in my LS decks I use them mainly as twist of fate edge battle fodder though as you can get plenty of extra resources in my RA deck listed I have played them and used their special ability

This is my current Rebel deck. I'd like to get some feedback on it.

Affliation: Smuggler

Objectives:

Questionable Contacts x 2

Fleeing the Empire x 2

Hoth Operations x 2

Defense of Yavin 4 x 2

The Rebel Fleet x 2

I'm wondering is Mobilize the Squadrons would be better than Fleeing the Empire. I never seem to be able to take advantage of Leia.

Thanks for your help.

Derbes said:

This is my current Rebel deck. I'd like to get some feedback on it.

Affliation: Smuggler

Objectives:

Questionable Contacts x 2

Fleeing the Empire x 2

Hoth Operations x 2

Defense of Yavin 4 x 2

The Rebel Fleet x 2

I'm wondering is Mobilize the Squadrons would be better than Fleeing the Empire. I never seem to be able to take advantage of Leia.

Thanks for your help.

Yes, however you would have to swap out your affiliation card …

MasterJediAdam said:

Yes, however you would have to swap out your affiliation card …

Thoughts about just building a straight Rebel deck and Take out Han?

I'm trying out a straight Rebel vehicles deck right now… though I'm actually pretty tempted to swap Mobilize for Journey to Dagobah. Wedge on Red 5 is almost as good as Wedge on his speeder.