Star Wars LCG Community Deck, Episode II

UPDATE: Episode III is now posted.  As is IV and V.  And finally, Episode VI.  The final deck can be found here.

Welcome to Episode II of my community deck building series.  If you’re new to this series, welcome!  You should check out my deck building overview for an idea of what format we’re following for this process.  In my last post, we looked at the different deck goals available to the Light Side player.  There was quite a bit of discussion on what control would look like for Light Side in a game where the clock was against them, but by far the vote was to attempt to build a control-style deck.  Which brings us to…

Episode II: What Works with the Goal?

So our goal is to control the game board and the force struggle and use that advantage to get damage through as opposed to trying to overwhelm the dark side with brute force.  The next question we need to ask ourselves is: what should we be looking for in cards and objective sets to help us do that?  Not only will answering this question now help us evaluate the objective sets we want later, but it will make it much easier to update the deck as new Force packs are released.  For now, these are characteristics of theoretical cards.  Feel free to come up with traits that don’t currently exist on cards, but would be nice to have in the future.

I’ll start with my take on our ideal units.  Tactics icons are clearly our friend here, with unit damage a ways behind.  Both let us take DS units out of the picture, either by locking them down with focus tokens or just plain killing them.  We also want units that can help us win the force struggle both to give us more time to win and to give us some direct damage.  Abilities like “elite” will help with that while abilities like “targeted strike” can help take out DS units that are causing us problems.

For the rest of our cards, we’ll want to prioritize removal and cards that place focus tokens as well as cards that contribute to the force struggle.  The control staple of counter-cards would be nice, though there isn’t much selection there currently.  We’ll also want to consider some cards that give us “reach” to do direct damage to DS objectives as our units probably won’t have tons of blast damage.

So what are your thoughts on our ideal cards?  Feel free to tell me how wrong I am, I’ve had some time to think about LS control but haven’t tried building the deck myself yet or playing with it (obviously), so I am by no means an expert.  Leave your thoughts in the comments, and we’ll use that in the next episode to evaluate the 18 LS objective sets to see what best fits our needs.

A few final notes: Since we already started discussing some of these things in the last blog’s comments, I’ll try to post the next episode a little faster.  I can’t make any promises though because I’m traveling again for the next couple of days.  I can perhaps post from my hotel room tomorrow night if things seem pretty settled though.  Also, since somebody asked in the comments last time: we will be assuming unlimited access to the cards (ie 2 core sets) for this exercise.  Finally, as it also came up last time, the rules pdf as well as a video tutorial for the game can be found on the Fantasy Flight Games website here.  I look forward to reading what you all have to say.