Big Blue and Villainy - A Post-SFS Deck

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

My first take on a Dark Side deck utilizing pods from The Search For Skywalker . I've posted it on SWCG if you want to check it out there.

OBJECTIVE SETS (10)

Jabba's Orders x2

Imperial Command x2

Death and Despayre x2

Take Them Prisoner x2

Deploy The Fleet x2

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UNITS (28)

Weequay Elite x4
Jawa Trading Crawler x2
Devastator x2
Imperial Officer x2
Death Star Trooper x4
Death Squadron Star Destroyer x4
Fleet Navigator x2
Admiral Motti x2
Duty Officer x2
Heavy Stormtrooper Squad x4

ENHANCEMENTS (10)

Jabba's Palace x2
Control Room x2
Defense Upgrade x2
Orbital Bombardment x2
Death Squadron Command x2

EVENTS (10)

Get Me Solo! x2
Detained x2
Trooper Assault x2
Tear This Ship Apart x2
Admiral's Orders x2

FATE (2)

Heat of Battle x2

It's a list I've been mulling over and testing with pretty good luck so far in limited testing. I've been antsy to get away from the Sith Control/Smuggler's Den trends. Quick resource generation and the big ships of the Imperial Navy make this deck tick. You should be able to deploy quickly and get control of the board early. There are 38 Resource Icons available between Objectives, Units, and Enhancements. Dropping capitals shouldn't be a problem. Be sure to ration resources as much as possible for Events (or at least to create the threat of an Event).

Take Them Prisoner , Jabba's Orders , Get Me Solo! and Detained are all fun and effective - wise and timely use of the capture mechanic will help immensely against LS mains. I need to mention how much I love Get Me Solo! - I would play two copies if it only allowed me to see my opponent's hand, much less give me an opportunity to capture.

Drop Jabba's Palace as soon as you pull it (if you pull it) and drop Defense Upgrade on an already-damaged objective once one is hit. Together they're a nice defensive combo.

The obvious weakness of the deck is the Force Struggle. Overcoming this (as with any obstacle in the game) just takes a bit of luck and smart play. Knowing when and how to capture or exhaust your opponent's units is what will keep the Force with the Dark Side. Whether or not you can keep the Force with the DS, there's no shortage of offensive capability to wipe out enough LS objectives to tick the Death Star dial to 12. If the Star Destroyers aren't enough firepower, the deck also has 8 troopers and Trooper Assault / Orbital Bombardment as backup.

Don't underestimate the effectiveness of the Weequay Elites. Once you have an opponent's card captured, they're cheap to deploy and great board control pieces.

I've been testing this deck with Reconnaisance Mission as an 11th Objective Set - doesn't do much statistically to hurt or slow anything down. The extra Fate cards can be nice.

So let me know what you think. Any input and opinions on how to make it stronger would be greatly appreciated.

Mike