Deckbuilding

Smugglers Strike Back Header

A couple weeks ago, a major bomb was dropped on the community in the form of a new FAQ (pdf). However, unlike the previous FAQ updates, this one was actually more like a pinata of joy! Ever since May the Force Be With You

and The Master’s Domain were put on the restricted list, players have been begging FFG to change the way the restricted list works to allow pods to be played alongside one another that are on the restricted list for different reasons. For example, Against All Odds and The False Report were put on the restricted list because the combination of those objective sets was simply too strong for the game to handle, and allowed for turn-one light side wins that the dark side player could do nothing to stop. The two Yoda sets were likewise restricted because the ability to play Yoda, You Seek Yoda and reliably get Yoda into play very early in every game and use him multiple times with May the Force Be With You was simply too oppressive for the dark side to keep up with. However, not being able to play May the Force Be With you to support a Dash-based Smuggler deck, and not being able to splash Freeholders into a Jedi deck, was very off-putting to many people. And then things got far worse when another turn-one combo deck was restricted (That Bucket o’ Bolts and Rogue Squadron Assault), putting Well Paid and Holding All The Cards on the restricted list together and inadvertently shutting down another deck that could have had legs.

However, with some smarter errata’s (Well Paid is now Deploy Phase only) and making the Restricted List operate in groups as players long requested, the Yellow faction that dominated the early part of the game has finally gotten its chance to return to the spotlight and remind the Rebel Alliance and the Jedi why it was so darn good in the first place.

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Deckbuilding Objectives

HappyNewYear

Happy New Year! Over the summer, a thread on the CardgameDB forums popped up suggesting the community assemble a “strategy guide” for people who want to play Star Wars: the Card Game. The idea, as pitched, was that it would be a series of articles that gave insight into each aspect of the game, from deckbuilding to resource management to how to prioritize conflicts, edge battles, and the Force struggle. As this sounded a lot like the kind of articles that I aspire to write here on TeamSandcrawla, it only makes sense that I’d want to contribute! However, expansions come fast and often in this game so I’ve had to wait until now to have the chance to get an article in to contribute to the project. After writing a short piece on what to consider when adding resources to your deck, I figured the best place for me to start was with deckbuilding, because deckbuilding in this game is dramatically different from any other game. When building a deck for the first time, I never analyze these topics with this amount of thoroughness, as I find it more helpful to get the deck on the table and just start playtesting. However, going deep on these topics as I do here is something that is worth doing either if aggressive playtesting isn’t an option or if you’re planning on going to a major tournament and want your deck perfected. Still, even if you don’t sit down and consider the minutae of resources or affiliation matches when you’re first building your deck, these are things worth knowing when you get started with a new stack of cards.

Finally, before we get in, this is only a fraction of the topics that could potentially be considered in deckbuilding. I wanted to start with the most important ones, and then write a few follow-ups in the coming months with more ancillary deckbuilding concerns.

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hoopjones

Warlord Spotlight: Weekend at Torqeuy’s.

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Yes, It’s me again, good ol’ hoopy jaloop doop jones. After a bit of a hiatus (aka #boatgate2.0)  and with a lack of truly meta shifting cards from The Great Devourer, I’ve been having fun with “lol fun tier 1.5” warlords that I have been meaning to playtest. I felt like it was time to dive back into the game again with a Warlord who is not discussed very often these days: Colonel Coathanger Torquenada. Or something like that.

When Coatslang Tornado was first spoiled, woo boy did I hate on this guy bad. In some ways, I still sort of hate on him bad, but after some massive research and games under my belt, my opinion has definitely changed. Do I think he is t1? Eh…not exactly. Can he give t1 decks a run for the money? Definitely.

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Whingewood

Tournament Analysis: Regionals @ Comic Culture (Lincoln, UK)

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(Art by Pierre Loyvet, see his work here)

For this article I am basically going to bombard you with information from the recent regionals in Lincoln (report here).
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The Rise of the Rebellion

Rogue Squad Header

Anyone who knows me is well-familiar with the fact that I like Rebels. I like quick decisive games, I like to punish people who get too greedy or durdly, I like swarms of small units cooperating to take down larger targets… and I like the Rebel Alliance. When I first started the game, my first deck was a mono-Rebel “Mobilize the Squadrons” deck that tried to swarm my opponent with four Rebel Assaults and use the Core Set tricks to punch through an advantage. Then, in last year’s Regionals, I played the Hoth Speeder deck with General Rieekan (and Snowspeeder Counterattack

) and made top 8 with it even though Along the Gamor Run and The Flight of the Crow had just come out. So now that Rogue Squadron Assault is out, you bet I’m going to play Rebels again. And the interesting thing is that they’re really good.

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MoSSBerG

WH40KC : Top 10 Cards (April 2015, The Threat Beyond)

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Moss B on the communique.

We don’t do many “top” posts here. Let’s change that. I’d like to list the ten cards I feel are the most influential in the Warhammer 40K Conquest LCG meta game right now. As cycles continue, I’d also like to update this posting as new War Packs become available.

I’d also like a continual discussion to take place in the comments thread as to what you all feel is making the most impact right now, and as arguments are made and won, we can update the post accordingly. I’d also like to hear ideas as far as card combos with cards from the list, as well as strategies in dealing with them. Your thoughts are welcome.

These are not ranked and in no particular order. Let’s get started!

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MoSSBerG

Deck Breakdown: Eldar / Dark Eldar

MoSS B here.

Comin’ at you with my new format – I’ll be doing down and dirty, quick deck breakdown videos of lists we run here at TSC and tournament winning decklists from here at the site and abroad. Eldar/Dark Eldar is pretty strong still, and is first up. As always let me know what you guys think and feel free to flame me on any of my opinions that I throw out in the vids in the comments below!

Jedi Control

Every game has a spectrum of play. When a game against a single opponent requires both that you reach your victory condition and that you prevent your opponent from reaching theirs, some people will gravitate towards being assertive and some towards being reactive. This concept is well known thanks to tons of scholarship headed by Magic: the Gathering describing the spectrum of aggro (seeking to win as fast as possible) and control (preventing your opponent from winning until they run out of options).

Because it has become clearly defined in Magic, and different points on the “aggro-control” spectrum even associated to specific colors, it’s common practice for card games to assign similar points to different factions during initial design. Thus you end up with the “control faction,” the “aggro faction,” and the “midrange faction.” In Star Wars, this means Jedi and Sith are control, Rebels and Navy are aggro, and Smugglers and Scum are midrange (all Freeloader instant-win tricks aside). But for a game in which the light side is encouraged to attack, what the heck would a reactive control deck look like?

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hoopjones

Looking Ahead Warlord Edition: Urien Trouble, Bro.

One note from my article about Baharroth

was that although I enjoyed having a mobile warlord, the rest of the build seemed like it required cookie cutter Eldar choices to ensure a strong combat presence…at least until we receive some better targets for . One of the trickiest elements of future playtesting is you are only given a small glance at the whole card pool before that Warlord is available.

When he was first spoiled, I was completely disinterested with Urien…especially compared to Packmaster Kith. Rakarth’s Experimentations

did not look very scary, and the signature squad didn’t have a command icon. However, multiple new cards have been spoiled since that time. Inspired by last week’s Baharroth testing, I thought about how I could build a deck with the next Dark Eldar warlord. The options were inspiring and surprisingly vast; there are so many solid card choices one can choose from, and multiple core set cards which were previously mediocre became amazing. Hypex Injector anyone?

Well, after multiple games with the big bad torturer, I can safely say that he brings a whole new meaning to “choke” and some crazy powerful combat options that Kith does not have. Get ready for a new type of conquest deck: Event Control. Another shoutout to Sean for playtesting with me this week.
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hoopjones

Looking Ahead Warlord Edition: Baharroth n’ Friends

At first glance, I was both excited and worried about Baharroth

; the signature squad is quite weak compared to Starbane’s council, but I was excited about being able to deal two damage with an Eldar Warlord. Furthermore, I believe Mobile is a very strong keyword that helps in command and then in battle . Overall though, he seemed very fun to use and my playtesting definitely showed potential. The best part is that like Aun’Shi, Baharroth has a unique playstyle that isn’t mirrored by any other warlord..except..strangely enough, Eldorath.

Huh? You didn’t know that FFG spoiled the new Eldar warlord and his signature cards?

Well, they did..but apparently they deleted the news posting and it’s no longer on their site.

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