Old Dogs, New Tricks (SOR)

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Luke_Skywalker 371

this is a take on a Spirit of Rebellion Darth Vader event and speedy damage deck. I will attempt to give a reasonable explanation of the inclusion of many key cards and how the deck comes together.

Goals: No Fancy goals here, deal melee damage and do not allow your opponent to mitigate your dice. We intend on dealing enough damage to simply blow our opposition away.

Central Strategy:

Darth Vader needs Fast Hands, Force Speed and a third upgrade quickly. We mulligan every card that is not these two if we do not have them. If these are on Vader we have a good chance at resolving dice before mitigation effects can hurt.

Optional third upgrade slots: Force Push is more consistent, while Force Throw has higher top end damage. Finally Vibroknife gets a your damage through shields. Sith Holocron is free and pays for the other upgrades later.

Finally the heart of the deck: Events. I've included 10 different events so this is our focus. the events in this deck are designed to either mitigate damage, add consistency to our dice, and push our damage far higher than expected. Consistency: Bait and Switch, Force Strike, and Now You Will Die each take a non damage side and make it produce damage.

Mitigation: Feel Your Anger is straight die removal, while Manipulate helps you set it up. Feel Your Anger is also good immediately following a Force Push special. I have considered removing manipulate in order to include Doubt. It provides a longer lasting removal.

Rise Again is mitigation after the fact. This is my target for Premonitions. In fact without Premonitions I'd consider it to costly to include. it can also get old upgrades from the discard pile which is nice.

No Mercy is an old trick, but with as hard as we're pushing damage this can easily just take someone out of the game early. Lightsaber Throw is one more card that just piles on extra damage this one without costing a dice.

Perhaps the biggest damage pushing card in the deck is The Price of Failure. Once per game defeat the Tusken Raider and let Darth Vader - Sith Lord just do it himself (be honest that's why you play him) an extra Vader activation at the end of the round can be completely game breaking.

Let me know what you think.

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