We come now to the final episode of our deck building. If you haven’t been following along, you should check out Deck Building 101, and then Episodes I, II, III, IV, and V. At this point, we’re just about ready to finalize our deck list, but first I’d like to take a moment to go over the resource matching statistics for the beginning of the game to help us make decisions on the affiliation mix for the objective sets.
For simplicity sake, I’ll keep this analysis to two-affiliation sets and the minimum number of 10 objectives. In the left column will be the number of objectives from each affiliation, and in the right column will be the percent chance of drawing only that affiliation in your starting 4.
If you have questions about how I found my numbers, ask in the comments and I’d be happy to share, but I don’t want to waste space here discussing math when we have some awesome cards to discuss.
And now it is time to put together a final deck list. It looks to me based on the comments in the last couple of posts that we’re kicking around 2 main ideas: mainly Jedi with a splash of Smugglers and Spies, and a more even Jedi/Rebel mix. I think I’m going to add a third option in an all-Jedi deck. Below, I’ll post my ideas of what each deck would look like based on the suggestions so far. Use the comments for this post to vote for our final deck and discussion alterations.
Hit and Run x1
The main strength of this build is that you never have to worry about resource issues. While you miss out on some of the cool options the other two affiliations have to offer, there is something to be said about consistency in your deck. There’s also plenty of room to play around with this deck to suit your personality (or play testing results). The core of the deck is Forgotten Heroes and Jedi Training. Beyond keeping those both x2, nothing here is really sacred.
Affiliation: Rebel or Jedi
Wow does this deck control. If you can get your ideal start of Decoy at Dantooine and Secret of Yavin 4 both out, then the DS has a long way to go before destroying your objectives does anything for them. Hopefully that doesn’t backfire and cause them to never attack, as you actually want them to commit resources to attacks to make it easier to sneak damage past them. I think this is an amazing deck against DS aggro decks though. The affiliation choice comes some to personal preference on the odds. With most of the deck being Jedi, I’d prefer running that as my affiliation with the 7% chance that none of my starting objectives will be Rebel. This is helped by the fact that several of the Rebel set cards are neutral or free, so missing that doesn’t hurt us as much. On the other hand, having a solid Rebel start (which will happen once ever 210 games on average) would be absolutely brutal. Maybe it’s my horrible luck speaking, but I’d rather remove the possibility of the dead game tiny as it is… but in this case the Rebel affiliation argument is pretty strong.
Affiliation: Smugglers and Spies
This is the one I lean towards for sheer fun factor. I love that in a serious deck design we managed to work in the Smugglers and Spies affiliation! For this deck, I’m pretty attached to the first 4 of those objective sets, but Last Minute Rescue could be replaced with something else or split into x1 with x1 something else (like Hit and Run). This deck loves to get Han and Luke out causing the DS problems. Very Star Wars. The deck has now been updated to reflect the changes suggested in the comments.
So there you have it. The final 3 deck options. Let your votes be cast and your last second changes be suggested and one deck will reign supreme… just in time for the cards to get to us.
(Shameless plug: Check out my X-Wing squad idea for post Wave 2 – linking since this post going up will hide my contest entry from the recent blog feed)
UPDATE: Final votes are in and counted.