InVade(r) and Raid(er)

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razor089 26

This is the build of Vader/Raider I've been having the most success with. Publishing because I'm hoping for some community feedback and / or to offer inspiration to others that may want to play around with something similar.

Upgrades:

Fast Hands I'm constantly saying "Fast Hands wins ball games" and it's the truth. A fast hands could be the difference in any amount of situations. Even Vader's 2 side becomes more dangerous as it could completely change your opponent's plan for the turn.

Force Illusion Card is great in some matchups and almost useless in others. But with Poe/Maz running rampant and Palpatine also posing a threat, I'd rather have it and not need it than need it and not have it. The only card that really ruins it is Vibroknife.

Force Speed Love this card. Especially combo'd with Fast Hands. Obviously speeds up the deck to help you avoid mitigation and put pressure on your opponent in the race to claim the battlefield.

Force Throw Great combination of mitigation and damage, as well as potential sides. Not crazy about the but the double side makes up for it.

Mind Probe I used to run this as a one-of and it didn't impress me. Decided to try it at two-of and now that I can get it on a character more frequently, this card is crazy in my opinion. Darth Vader - Sith Lord with this and Fast Hands or just the Tusken Raider with it equipped is a major threat to your opponent unless they can action cheat and get rid of some of their cards quick. The only really bad side of this die is the .

Sith Holocron Deck can't run without this. I've found that I win A LOT more often when I have this in my opening hand as opposed to trying to find it later. Even without any blue upgrades in my hand it can be useful with its and +1 side.

Vibroknife Unblockable , Ambush, 3 sides. Great against any deck. Even if they remove this die, it's making them use cards and resources to remove this instead of other dice.

Events:

Bait and Switch This card is amazing. Both Vader and Raider have a side which this can turn into major damage. And with Ambush, it's almost like a free Force Strike.

Deflect Had this as a one-of, but I think two fit fine in the deck. Won't do much, if anything against a melee deck but can do some damage and mitigation against Poe/Maz and Palpatine.

Doubt Free, but kind of situational. I've found it can really help me and hurt my opponent though if you save it for the right circumstances. It's free so it helps save resources for more important things (Rise Again)

Electroshock Only a one-of because it's kind of a situational removal. I cut it from two-of to add in one One-Quarter Portion. Still great card, just not really an "omni-removal" card.

Force Strike I'd say this is a staple two-of in any Vader/Raider. Ability to make one of Vader's less-than-stellar rolls into 3 is awesome.

He Doesn't Like You Two-of because it's free removal. Generally able to remove a "meh" Raider die to remove any of my opponent's dice. And the 0-cost helps save resources.

Isolation Great removal for Palpatine and Poe/Maz as most of their most dangerous dice are character dice. Sucks that you have to spot a blue, but if Vader's dead already, your game is over most of the time anyway, in my experience.

One-Quarter Portion Split this with Electroshock because it's omni-removal. I don't like to give my opponent resources but sometimes it's less dangerous than letting Palpatine's 3 sit in the card pool or a Poe side.

Rise Again I didn't use this card for a long time because I thought it was too expensive. However, after using it for the last couple of weeks and seeing how easy it is to save up 5 , I think this is a great addition and deserves a two-of in my deck. There also doesn't seem to be a lot of in the meta right now. And if I'm playing a deck that has a lot of , I can always toss it for a re-roll.

Strategy for the deck for most games is try to get a Sith Holocron in your opening hand. You don't want to spend too many on upgrades if you don't have to, save them up for a Rise Again and just play them for free from discard pile. In my opinion, I think the best opening hand is Sith Holocron, Fast Hands, Mind Probe or Force Throw, and a couple of removal cards. I almost always mulligan Rise Again as I probably won't be able to play it in the first couple of turns. Try to get a Force Ability on Tusken Raider to keep the heat off Darth Vader - Sith Lord. An early Mind Probe on Raider makes the opponent think twice about targeting Vader first, especially with Raider's "built-in Fast Hands".

If you've managed to read this essay, I appreciate it. Any constructive criticism is welcome as well as any questions I may not have answered in the post.

2 komentarze

Muffin Man 1

Really like your list, the list I've been starting to use looks pretty similar. Haven't tried rise again in the deck though and I have a hard time getting rid of back up muscle even though it does slow the deck down, to me it's just such a good card. My favorite thing about the deck is being able to do damage without your opponent being able to do anything about it. Looks good though!

razor089 26

@Muffin ManYeah I love seeing Fast Hands and Force Speed in my opening hand so I can take a bunch of actions before my opponent has a chance to take away my dice. Rise Again is sort of an acquired taste. I didn't run it for a long time because I thought it was way too expensive for how many resources the deck (doesn't) generate, but after testing it with a lot of these low cost cards and the lack of disrupt in the meta right now, it only takes a couple of turns and one or two resource rolls to send it off. I hardly ever pay for the force abilities, I'll either Sith Holocron them on or Rise Again them from the discard pile. Backup Muscle was definitely a tough cut at first, but since I'm playing to put pressure on my opponent, it ended up being way too slow for how I play.