Vader Raider SoR

Card draw simulator
Odds: 0% – 0% more
Derived from
Vader Raider SoR 0 0 0 1.0
Inspiration for
None yet.

BHawk0107 1

This is my update to Vader/Raider using the new SoR cards. The idea behind this deck is to use action cheats and direct damage cards to bypass most dice control cards and lean on vibroknife to avoid shields.

Battlefield: Secluded Beach offers the best possible benefit vs. the lowest possible drawback. Many times Vader/Raider would choose the opponents Battlefield to get textra shields, but I think shields will be much less effective post SoR since Vibroknife will be in practically every deck with Melee sides. Still, it's possible that Mos Eisley is the right place to be (with Fast Hands in addition to Holocron to net you resources), or even Otoh Gunga to heal back some damage on Vader.

Upgrades: Fast Hand - This is the best way to cheat damage through dice removal/control cards. I prefer this to force speed because even if you roll a special on the force speed, it still gives your opponent a turn to mitigate your other dice.
Sith Holocron - A Vader/Raider staple for cheating out your big damage upgrades. Force Lightning & Mind Probe - These are your heavy hitter upgrades to use in conjunction with the Holocron. The ceiling on Mind Probe is higher (possible 5 damage, and 3 damage sides), but the consistency is higher on Lightning (5 damage sides, with only 3 sides being high output, but the specials give you a chance for a re-roll) although Lightning is resource-intensive. The jury is still out as to whether or not There should be a 2 of each, or 2 lightning/2 probe. Force Push & Force Throw - I like force push better than force throw in this build because the damage and control sides are more consistent. Throw is a great control upgrade IF you roll the special, however the 2 damage sides on push are always welcome rolls, and the special sides manipulate 2 dice instead of one. Granted, this leaves you weaker to combat tricks and re-rolls, but the opponent will be under stress for cards due to Vader and the Friends in Low Places. More testing will be needed to see I should cut the last Force Throw... maybe for a second Lightning. Vibroknife - Along with Fast Hands, is this another huge pickup from SoR. The ambush is great, the damage sides decent, and it lets you bypass all shields which is just amazing.

Support: Backup Muscle - This card is still great; 3 unblockable damage spread out.

Events: Force Strike - Only got better with Vibroknife in the deck, a guaranteed 3 damage that avoids dice control. Bait and Switch - Just as good as Force Strike IMO, still combos with Vibroknife, and costs 0. Although it may require a bit of patience, eventually Tuscan, or Vader will roll a resource, then this becomes a 3 damage shot.
Boundless Ambition - A lot has been written about Boundless, but I think the Worlds 2017 results proved the case. Early game it helps you find your holocrons/fast hands so you can get consistent good starts, and mid/late game it helps you get fuel for more re-rolls to push through that last bit of damage.
Friends in Low Places - This along with Vader's passive ability will put a lot of pressure on opponents ability to re-roll and use their control dice. Play it early to snag possible removal cards and use your knowledge of their hand to properly sequence your play for the rest of the round.
Electroshock & He Doesn't Like You - Premier control cards, still effective, still great. Isolation, One-Quarter Portion, Use the Force - Additional control cards that all have their drawbacks. I think 1QP has the highest ceiling of them all because it has no restrictions on targeting... something Electroshock and He Doesn't Like You can't even claim, although I'm not sure how negative gifting a resource will be in relation to removing the dice. Isolation is great, although it can't touch upgrade or support dice. Use the Force is very flexible but leaves you weak to re-rolls or combat tricks. I also like Use the Force on a Vader dice to switch to a 3X side, but that is weak to dice removal. These 4 card slots are still in flux... I recently cut High Ground which is a great removal card, but useless if you don't have the battlefield. More testing will be needed to see what the right mix is in the end.

Please let me know what you think, or post any testing results!

No comments