|Card draw simulator|
Odds: 0% – 0% more
|None. Self-made deck here.|
So, the premise of this deck was to face down the meta at regionals. My play partner was running Yoda/Hondo, so it was expected there would be a lot of special chaining, and action cheating. I peripherally expected to face Obiwan-Maz, and Yoda Sabine, and OTK; so I built this deck around those opponents. In our meta I expected Ranged damage was obsolete, so I did not put much removal for that in, and the flexibility helped out in the end.
There are 5 0-cost upgrades that can be played, which saves money for the large amount of removal present in the deck. In the opening hand I would keep one of these if I pulled one. The Sith Holocron was never intended to resolve the special, but in most Tarkin decks it is - so it made a great decoy. It is always put on Tarkin. Likewise, Force Speed is always put on Sister - but eating the force speed special for Tarkin's ability is completely acceptable (if matched with the holocron special). Tarkin - Grand Moff can provide 4-damage to the opposite team if given matching sides, and I never wanted to use his dice for that if it could be helped. As well, the blanks help with Anger; though Anger doesn't help on non-damage dice.
Seventh Sister - Agile Inquisitor is the engine of the deck; and if she dies you usually lose the match. As such, like OTK, you want to keep her alive. The Best Defense... is key here and against any deck with a heavy hitter. It is the other card mulligan'ed for in those matches, and is played immediately after the opponent rolls out their big hitter to remove those dice (regardless of roll) and start the damage on Tarkin to make him the target.
I used upgrades instead of force powers, and both Heirloom Lightsaber and Z6 Riot Control Baton have redeploy so resources are not lost. Many times I did Holocron special to roll in Mind Probe, hitting that special to do 3-4 damage, and then overwrite it with the redeploy on Tarkin on the same turn, before he died.
Defend is also clutch in matches against Darth Vader - Sith Lord, Kylo Ren - Tormented One, and Obi-Wan Kenobi - Jedi Master as a blowout play. You have no interest in claiming the battlefield in the first 2-3 rounds, just get out all of those 0-cost upgrades and do Tarkin damage each round. With indirect, you're only interested in the opponent's total health (Yoda-Hondo - 20, Obi-Maz, 20, etc) and dropping that by 4 each round starts the clock. If Tarkin dies round 3, you have already done 12 damage.
After the 3-4th round you need to start claiming the battlefield to setup Scorched Earth plays. Your best tactic is to smash down the easiest character, because at that point all indirect damage becomes direct damage on the remaining guy. Even if you haven't killed a character yet, with Yoda-Partner they want to roll out both characters before resolving and you can smash them for 7-9 damage upon rollout, and still have your own dice left to finish the job. Scorched Earth was a game ender in almost 50% of my games. In many cases I would toss my entire hand in order to draw up 5 new cards to increase the chances of pulling it as you will have the battlefield and the required $2.
The other plays of note are to resolve Tarkin and the ID9 Seeker Droid and Vibroknife discard sides against OTK or anything reliant on Rise Again, Never Tell Me The Odds, The Price of Failure or Leadership because these cards being discarded pretty much kills those strategies. As well, with 2 Tactical Mastery and 2 All In and Tarkin, Seeker droid, Force Speed and holocron having Focus sides an All In on any of them lets you use both of Tarkins 2-Focus sides; allowing you to change and resolve 3 dice, which can do 5 damage with sister and droid, or up to 7 with Sister, and Ancient Lightsaber or Heirloom Lightsaber; or 4-6 unblockable damage with 2 Vibroknife in play. This cuts through Yoda - Wizened Master shields to his very vulnerable 10 HP and completely ignores Force illusion.
The only limitations I had were the inclusion of Rend. I pulled it at the last minute in exchange for another The Best Defense..., but Rend is the only answer for running Interference I could come up with. As well, If Tarkin does die first, both Tactical Mastery and The Best Defense... become useless because of the red-character requirements.