Night Moves

Card draw simulator
Odds: 0% – 0% more
Derived from
Sith Burn - eVader / eKylo 1 1 0 2.0
Inspiration for
None yet.

howdypertner 7

Inspired by decks from @scactha and @joemasilotti this deck kind of mushes the two together and this is what you're left with.

The deck has been consistent for me thus far. I've seen builds where Sith Holocron is used but in my experience, builds that rely on Holocron lean more to the control side of things and I don't think that this is what this deck is trying to accomplish. This deck is about dealing damage and resolving specials. When I've played Holocron (and the other requisite blue abilities) I've found it too slow. Perhaps that comes down to personal play style. YMMV.

Playing the Deck

The goal should be to put most of your upgrades on Kylo to start and just let Darth Annakin roll out by himself. If you have a Meditate or Dark Presence out, that will enhance both, but particularly Vader. If I get a Dark Presence in my opening hand, I'll play it before I roll out Vader and then wait until my opponent has rolled in at least one character before activating him. The discard side on Vader doesn't come up all the time, but it's enough that it's worth the control that it provides with Presence.

Ideally in your opening hand you want to see one support (Meditate or Presence), at least one upgrade and then events to season. First couple of turns I'm looking to put an upgrade or two on Kylo, play a support and roll out for damage. Rinse and repeat.

Card Choices

Force Speed - If you're playing this card, you're probably not playing Holocron (at least not in this deck). This upgrade comes down quickly and gives you the opportunity for multiple actions. I'll use it to Meditate and then resolve before an opponent can respond, or even finish up resolving dice and then claim before an opponent can claim. And it's free.

Lightsaber/Kylo Ren's Lightsaber - I went with three total sabers for this deck. I like Kylo's Saber a little better, but Lightsaber allows for redeploy which can help mitigate some upgrade loss when a character goes down. Vibroknife helps push the damage through.

Force Illusion - If I get one of these early I'm probably putting it on Vader, but it works on either character to mitigate damage. In multiple games I've been able to keep a character around for a round or two longer than I should have which can really give you a chance to stabilize or press the advantage.

Meditate/Manipulate - This is such a good combo. Dice control with Manipulate and then you 'fix' your dice back with Meditate. Anger also helps mitigate your bad rolls or your dependence on Manipulate. There are a lot of cards I could be talked out of playing in this deck, but I'd be hard pressed to remove Meditate.

Moisture Farm - Tatooine - Why am I playing this and not Emperor's Throne Room - Death Star II? Because (1) this deck needs resources at times and can play fast enough to claim early; and (2) I feel I have enough ways to turn specials that I don't need to play a battlefield that can, in some matchups, help my opponent the way that Throne Room can.

Let me know if you have any questions. I'm sure this will be a work in progress, but so far I've been very pleased with the results.

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