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Subject: Need help with a Jedi deck rss

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Austin Norris

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So I am pretty new to the game and am having problems making a good Jedi deck. Below is what I am currently running.

Affiliation:
Smugglers and Spies (Core)


Total Objective Sets: (10)

2x A Hero's Journey (Core)
Luke Skywalker (Core)
Twi'lek Loyalist (Core)
Jedi Lightsaber (Core)
Trust Your Feelings (Core)
Dagobah Training Grounds (Core)

2x In You Must Go (Core)
Yoda (Core)
Believer in the Old Ways (Core)
Shii-Cho-Training (Core)
Dagobah Training Grounds (Core)
Counter-stroke (Core)

2x The Secret of Yavin 4 (Core)
C-3PO (Core)
Guardian of Peace (Core)
Guardian of Peace (Core)
Lightsaber Deflection (Core)
Twist of Fate (Core)

2x Questionable Contacts (Core)
Han Solo (Core)
Twi'lek Smuggler (Core)
Cloud City Casino (Core)
Swindled (Core)
Crossfire (Core)

2x A Message from Beyond (The Desolation of Hoth)
Old Ben's Spirit (The Desolation of Hoth)
Old Ben's Spirit (The Desolation of Hoth)
Weapon Mastery (The Desolation of Hoth)
Calm (The Desolation of Hoth)
Heat of Battle (The Desolation of Hoth)

So my problem is the deck is very very random. If I don't get Han, Luke, or Yoda and support them like crazy there is almost no chance for me to win. I have been having several games where I just don't draw into them or it takes so long I am no longer able to win. I do take mulligans but ya like I said the deck is very random. The other problem I have is it is very hard to win edge battles, aka I pretty much never do. The decks I have been playing are almost always Navy but really objectively it wouldn't matter.

I have tried to mull over changes but I just keep coming back to several problems where no simple change can really fix it and that's no good support units outside of Guardians and inability to win edge battles unless you just draw a crazy amount of twists. Any suggestions guys? The only thing I can even think of is dropping Yoda for the other smuggler pod and hope I never get objective screwed which in my bad luck always happens with only two smuggler objectives.
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Hal Martin
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You can drop Yoda for Obi or whatever, you have the core 3 to the Jedi build; that being Han, Luke and Guardians.

The best advice for the Jedi deck, is patience. Just don't panic. Make sure to have your support out BEFORE you play the big guys. Have a Guardian out before Han or Yoda comes out-just because you can first turn Han, doesn't always mean you should. You have 4 copies of Old Ben's Spirit. If you need to buy time, throw one on a Twi'lek Smuggler or Loyalist to keep them around a round or two longer. Use your Swindles wisely. Save your Counter-Strokes and/or 3PO for Force Lightning if playing V Sith. But on that note, sitting on too many cards means you're not cycling enough, and if you're having trouble getting Big Boys out, well, you do the math. There is a nice amount of resources in this build so you should be fine. As far as edge battle go, lots of cards to throw with this build, plus never forget it helps you cycle your deck, so even if you have a weenie that will die, don't be afraid to blow out cards on an edge battle just to get rid of them.
 
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Eric Grutz
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The key with this Jedi deck is being willing to dump a lot of cards from your hand early, to make sure you can dig fast into your deck for Han, Luke and resources. Even if you have some nice cards in your hand, don't be afraid to discard a card before you draw and to attack with a weenie, just to empty your hand in an edge battle. If you win, great. But honestly, who cares if the weenie dies; if you dumped your hand and got yourself Luke or Han in the next draw phase, you did what your needed to do.

Same is true with Sith, in trying to get Vader and Palpy on the table.
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Neil Kimball
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A change I would make is drop at least one of the Message from Beyonds to get an objective with more units. I've found the risk of not getting any units with that deck to be pretty detrimental. Maybe put in Obi-Wan, or if you have the other expansions either Renegade Squadron Mobilization or Self Preservation.

As for playing Jedi, the key are the Guardians of Peace. If you get down a couple of Guardians you can give them (or some of the other 2-cost guys) Lightsabers and Trust Your Feelings and they will still win games for you. The ability to shield and protect makes them some of the most survivable in the game.

Last thing I'll say about Jedi is that they want a nice, slow game. You should try to take the force to slow down your opponent's dial as much as possible, even if you can't keep it to get your own bonus. The longer the game goes, the more likely you'll find Han or Luke and then wreck face.
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Darth Ed
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As Neil suggested, I would definitely drop Message from Beyond for Renegade Squadron Mobilization if you have it. I love the Echo Caverns!
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Austin Norris

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I am going to try dropping the Yoda pod for the echo caverns pod and try that out if I still have a massive problem I'll probably drop 1-2 Message from Beyonds for Yoda again.
 
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Hal Martin
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Just watch your unit count. The one knock on Message From Beyond, is that there are zero units. Jedi doesn't have a ton as is, so watch when swapping objective sets that you don't decrease your unit count too much.
 
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Austin Norris

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Longbombed wrote:
Just watch your unit count. The one knock on Message From Beyond, is that there are zero units. Jedi doesn't have a ton as is, so watch when swapping objective sets that you don't decrease your unit count too much.
I am, the only change I've made so far puts more units and more better units than before. I am watching that count and in the test draws so far things have been much better but I will have to do some real games to get a better feel.
 
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Michael Schwarz
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If you've got it, I'd be tempted to suggest dropping both copies of A Message from Beyond and replacing them with Self Preservation (ADT?), and seeing how that worked for you.
 
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Thanee
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I prefer more "heavy hitters" in my Jedi deck for exactly the reasons stated (reduce randomness).

Decklist is found here: http://boardgamegeek.com/thread/988717/first-german-regional...

Bye
Thanee
 
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