Sneaky Ships vrs Super Friends Club

By magni2, in Star Wars: The Card Game

Alright, the way i see it the two top decks BY FAR are smuggler decks.

Deck 1

Sneaky Ships:

Yaven 4

Raise the Stakes

Anoat Sector

Questionable Contracts

Asteroid Sanctuary (or The Renegade Hoth one with the Xwing)

Deck 2

Super friends Club

A Heros Journey

Questionable Contracts

Wookie Life Debt

Secret of Yaven 4

Asteroid Sanctuary

So I have been play testing these two decks a lot, I think Sneaky Ships changes the meta quite a bit, the DS is forced to throw down as many chuds as possible blocking swindles assaults and everything else the LS throws at them as they blast through the DS objectives as fast as possible. 1st turn vader is now a really bad play were vrs Rebels it still held its weight. The force struggle is often won by this deck through a Operative or swindle i find i win with the dial at 4-5 or when the dial is at 11

Super Friends is the same LS deck we have all been playing for ages, its really really weak to Lightning, Bounty, Capture and Force choke but Chewy really takes the targeted strike damage to an extreme! One poorly planned attack can lead to you getting your entire board whiped with Contacts, Deflection and Wookie powers!!! Sadly this deck is not as good as the force battle as a jedi deck, as Committing Han or Luke is a horrible idea most of the time. I find that i win with this when the dial is at 7-9

I feel like these decks are evenly matched with... Super friends club gaining some strength because sith decks now have to carry more chuds, and less character hate then they used to so that they don't get blown off the board by Sneaky Ships.

SO! how many of you guys have been experimenting with these decks? I find that when I play LS these days i win 85% of the time DS does not seem to be able to stop me i feel like when the sacrifice mechanic picks up at the end of the hoth cycle this might change but right now i feel like the DS got knocked off its high horse with the release of EoD.

Magni

Edited by Magni

I've been running similar decks, but without the falcon.

Sneaky ships with Home 1 instead of Falcon didn't work out so well, in my experience.

My superfriends deck runs lando, so it can't run another smuggler pod besides han. Luke and Secrets of Yavin are no brainers, and I tried a couple games with Yoda last night, with mixed results. When yoda's objective flips your resource curve becomes awesome, but 8x enhancements that cost 1 and produce 1 meant they were clogging up my hand. And yoda isn't super useful as an attacker unless you are already dominating. I'm trying Self Preservation instead when I test today.

My other superfriends deck is pure smuggler, han/lando/chewie and also runs the smuggler ships. It's like the best of both worlds, and it makes other people upset when they play against it. I've had people quit off of OCTGN when I played Let the Wookie Win, and targeted chewie with both effects to reflect 4 damage by doubling up on his reaction. I haven't lost with it yet, except one game where I was paying more attention to the anime I was watching than to the game.

Neither of these decks run anything that costs more than 4, so upping your resource curve means you can play a big guy and little guy the same turn, or save resources for your awesome events. I have yet to be convinced that the Falcon is worth it's big 5 cost. Though I'm all ears, since you seem to like it a lot. I've been wrong before. My experiences with Lando's pod is that it's insanely amazing.

I'm tempted to run Hoth Operations in the smuggler ships deck, since it has an extra vehicle enhancement to buff Rogue 3 with.

What about "sneaky ships" with Lando? Something like:

Han x2

Lando x2

Falcon x2

Sleuth Scouts x2

Blockade Runner x2

I've been running Sneaky Ships with

Echo Caverns x.2 (helps the ships win the combat they do get in)

Lando x 2 (more board control)

Han x 2

Sleuth x 2

Blockade x 2

I think Chewie gives you better options for murdering anything that can block your ships early game, as opposed to the falcon which is more late game. But I have this nagging suspicion that everyone else might actually be right about the falcon and I'm just being stubborn. The rest of the cards in the falcon's pod are definitely pretty good.

Tested the Superfriends with Self Preservation and it worked perfectly. The extra blast damage, force pipps, and stuff to make luke awesome really clicked. and being able to steal a force struggle with an action is also good. Had a little bit of trouble with resource matching, though.

What about "sneaky ships" with Lando? Something like:

Han x2

Lando x2

Falcon x2

Sleuth Scouts x2

Blockade Runner x2

The falcon is good because its a no win situation, you block it and potentially kill it? nope it dissapears and 2 guys are now focused, and then Poop out pops han now he attacks! pew pew pew pew pew! ITs just so good

I think Lando works into sneaky ships, i just love my rebel assaults so much

5 cost just doesn't seem to fit into light side decks to me. it's the same reason I don't think Obi-won is very playable.

Getting a free person out of it the turn you play it is good, though in a vehicle deck you don't have as many characters and droids.

I've played decks with Home One in them, and it's uncommon to draw it and not be able to get it into play.

Considering how all of S&S's hero units but Chewie come with resource enhancements (including a 2-resource with the Falcon itself!), 5 cost is no problem.

OP, which Yavin IV objective are you talking about in your Sneaky Ships build? Defense of (seems reasonable - an astromech on a blockade runner or sleuth scout would be pretty good), Secret of (I assume not, since the Guardians will have very little worth protecting), or Opening Moves (the new neutral one with the radar gun guys)?

Edited by The Gas

Keep in mind that dark side decks are much faster now and don't need to waste chuds blocking.They'll simply out race you.

he means defense of.

I just played against a wicked fast S&V capital ships deck with my pure smugglers (han/chewie/lando/smuggler ships) and while it got the DS to 11 on turn three, it couldn't stop the smuggler ships and events from wrecking the little defense it left behind, letting me steal the win. Turn 3 win is not that hard to pull off.

Tractor Beam hits the smuggler ships pretty hard when played right, and even 2 damage to Trust me to stop it can be risky against that kind of deck.

Keep in mind that dark side decks are much faster now and don't need to waste chuds blocking.They'll simply out race you.

What was in the S&V Cap deck?

Yeah, i wouldn't mind seeing a SV cap build, oddly enough the deck that gives me the hardest time as Smug ships is Navy Tie Fighters. Yep defense of Yaven, rbl assault, droid, resource and discard to play your falcon or runners. Had two games last night, 1 were i failed to pull all but 1 scout and outside of a horrible miss play i still got 2 objectives with my ships build.

I feel like both these decks are pretty obvious i really think DS deck building is were the skill is at these days, i like sith because they can make a nice wall and shut down super friends decks pretty well. But the problem that comes up is just that most sith builds still lacks objective destruction and while they still win alot with out it ends up leading to tons of "possibilities" for LS to pull it out of their butt.

Navy makes you pay for your mistakes, and with both these decks relying heavily on what objectives are pulled i think thats the way to go to beat them.

My Smugglers Run deck I have 3 different versions. I really enjoy this deck type.

Han x2

Lando x2

Col Serra x2 (Don't Get Cocky, Stinging Insult and the X-Wing all help)

Sleuth Scouts x2

Blockade Runner x2

Han x2

Lando x2

Falcon x2

Sleuth Scouts x2

Blockade Runner x2

Han x2

Defense of Yavin 4 x2

Falcon x2

Sleuth Scouts x2

Blockade Runner x2

What was in the S&V Cap deck?

I'm not sure I can speak to the exact deck, but I saw one that was pretty effective. From what I saw it was:

Navy Affiliation (I think)

Jawas

Slave 1

Motti

Deploy the Fleet

<and some unknown fifth, most likely Scum judging from the affiliation, and assuming everything was doubled up>

It played fast and hit hard, although my opponent did have pretty good draws (starting with Tatooine Crash Site, Carbonite Transport and Imperial Command, tons of resources early, Slave I turn 2, etc).

My friends and I have had lots of success with Smuggler Assault:

Han x2
Defense of Yavin 4 x2
Mobilize the Squadron x2
Sleuth Scouts x2
Blockade Runner x2

4 Swindles and 4 Rebel Assaults FTW!

My friends and I have had lots of success with Smuggler Assault:

Han x2

Defense of Yavin 4 x2

Mobilize the Squadron x2

Sleuth Scouts x2

Blockade Runner x2

4 Swindles and 4 Rebel Assaults FTW!

In addition to the rebel assaults Mobilize the Squadrons also has a great objective ability. You can swindle or rebel assault a guy on their opening turn and still have 4-5 resources available when you're up. It may not feel like it gives the deck as much reach as other builds, but it makes it much more aggressive and I think that's what the deck wants. Plus if DS eventually finds its footing after your initial onslaught you have more rebel assaults to top deck!

That's a fair point. I'm still not sure I'd want 8 cards floating around my deck that I didn't really want just for the ability to have 2 cards (and 2 objectives) that I did. Worth considering though.

if by cap you mean capital ships and not capture, then yes

What was in the S&V Cap deck?

Yes, I did mean Capital. However ZTB, I'm missing how your answer of "yes" tells me what was in the deck.