Spirit of Rebellion Deck Brainstorming
I haven't posted an update in awhile, but I've been brewing some Spirit of Rebellion decks in anticipation of the new set coming out next week. I thought I'd just share these lists with you guys.
DaVader/Nines
Ewok Village, Endor (Spirit of Rebellion #154)2x FN-2199, Loyal Trooper (Spirit of Rebellion #2)
2x Darth Vader, Dark Apprentice (Spirit of Rebellion #10)
2x Kylo Ren's Lightsaber (Awakenings #15)
2x Force Training (Awakenings #58)
2x Z6 Riot Control Baton (Spirit of Rebellion #8)
2x Lightsaber Pike (Spirit of Rebellion #15)
2x Force Speed (Spirit of Rebellion #55)
2x Makashi Training (Spirit of Rebellion #56)
2x Vibroknife (Spirit of Rebellion #57)
2x It Binds All Things (Awakenings #150)
2x Tactical Mastery (Awakenings #74)
2x Enrage (Awakenings #81)
2x Anger (Spirit of Rebellion #71)
2x Lightsaber Throw (Spirit of Rebellion #72)
2x Manipulate (Spirit of Rebellion #73)
2x Doubt (Spirit of Rebellion #80)
2x Intimidate (Awakenings #84)
This is on paper probably one of the most obvious "power pairings" in SoR. Strong melee guy + strong melee guy + strong melee weapons, crush.
The deck's biggest weakness is its lack of resource production - baby vader doesn't have any resource sides. I tried to get around this by including a lot of the zero cost events. Manipulate and Anger have some synergy for dice removal, Doubt while not particularly powerful is free.
There's no Holocron in her since it can't do anything with all the weapons, so not a lot of targets - It Binds All Things is still good though.
Luke/Rey (Credit to Tiny Grimes)
Starship Graveyard, Jakku (Awakenings #174)2x Luke Skywalker, Jedi Knight (Awakenings #35)
1x Rey, Force Prodigy (Awakenings #38)
2x One With The Force (Awakenings #42)
1x Force Throw (Awakenings #57)
2x Holdout Blaster (Awakenings #63)
2x Handcrafted Light Bow (Spirit of Rebellion #39)
2x Makashi Training (Spirit of Rebellion #56)
2x Vibroknife (Spirit of Rebellion #57)
2x Force Illusion (Spirit of Rebellion #135)
1x Return of the Jedi (Awakenings #120)
2x Deflect (Awakenings #145)
2x Caution (Spirit of Rebellion #100)
2x Destiny (Spirit of Rebellion #101)
2x Guard (Spirit of Rebellion #103)
2x My Ally Is The Force (Spirit of Rebellion #105)
2x High Ground (Spirit of Rebellion #128)
2x Swiftness (Spirit of Rebellion #139)
This was sort of a back burner low Tier 2/Tier 3 build in Awakenings, but with SoR it gets quite a bit more power to possibly rocket it up to Tier 1 status. The Handcrafted Light Bow is just a straight up upgrade over previous lightsabers. Vibroknife most people are well aware of, but it gives another weapon along with Holdout Blaster in this deck to maximize the action cheating with Rey.
The dice removal suite is actually useful now with High Ground and Guard in addition to the previously solid Deflect. Blue Hero here finally has the tools and speed to match something like what Vader/Raider was in Awakenings.
Jabba/Unkar
Command Center, Lothal (Awakenings #165)2x Jabba the Hutt, The Great and Mighty (Awakenings #20)
2x Unkar Plutt, Junk Dealer (Spirit of Rebellion #21)
2x Cunning (Awakenings #65)
2x Jetpack (Awakenings #66) (Credit to KoR for this)
2x Blackmail (Spirit of Rebellion #23)
2x Con Artist (Spirit of Rebellion #60)
2x Fast Hands (Spirit of Rebellion #150)
2x My Kind of Scum (Awakenings #100)
2x Infamous (Awakenings #163)
2x Salvage Stand (Spirit of Rebellion #88)
2x He Doesn't Like You (Awakenings #97)
2x Electroshock (Awakenings #159)
2x Bait and Switch (Spirit of Rebellion #82)
2x One-Quarter Portion (Spirit of Rebellion #85)
1x New Orders (Spirit of Rebellion #137)
2x Bolt Hole (Spirit of Rebellion #142)
1x Cheat (Spirit of Rebellion #143)
If you like control, this is the deck for you. It's got control in spades. We already knew Jabba was a control stud, but now he's got a chubby buddy in Unkar. This deck now has a whole set of upgrades dedicated to control with the addition of the powerful Con Artist and Blackmail, joining Crime Lord and Cunning. Fast Hands is just as good in control decks as aggro decks, it's particularly brutal to roll out a character with Fast Hands first, hit disrupt, and take your opponent's resources for the turn.
Jetpack is probably a confusing inclusion to you, but the high value sides actually help activate Unkar's text easily and the 2 Shield and Special side are actually really great survival tools. It just works here.
The solid He Doesn't Like You and Electroshock get joined by the powerful One-Quarter Portion to give a great removal set. Bait and Switch is just a great card to get some surprise resolutions - there are a lot of resource sides to work with here.
I could probably write a whole article just about this deck, but just know this deck is a "thing" you should watch out for.
Luminara/Padawan/Acolyte
Otoh Gunga, Naboo (Spirit of Rebellion #157)1x Padawan (Awakenings #36)
1x Jedi Acolyte (Spirit of Rebellion #34)
1x Luminara Unduli, Inspiring Commander (Spirit of Rebellion #36)
2x Rey's Staff (Awakenings #44)
2x Force Training (Awakenings #58)
2x Lightsaber (Awakenings #59)
2x Force Heal (Spirit of Rebellion #40)
2x Force Speed (Spirit of Rebellion #55)
2x Vibroknife (Spirit of Rebellion #57)
2x It Binds All Things (Awakenings #150)
2x Willpower (Awakenings #122)
2x Deflect (Awakenings #145)
2x Use The Force (Awakenings #149)
2x Flank (Awakenings #156)
2x Caution (Spirit of Rebellion #100)
1x Destiny (Spirit of Rebellion #101)
2x Guard (Spirit of Rebellion #103)
1x Overconfidence (Spirit of Rebellion #130)
Luminara has gotten written off in most preview opinions, but after playing her, especially in this deck, I think she is stronger than people have imagined. One of the main drawbacks a lot of people have had is that they didn't want to run her in the 3 dice deck like this one to maximize the "non-unique" part of her special.
So the deck only runs one Luminara die, which limits the amount of specials you could get, but there is a lot of focus here ensuring that unless your opponent removes the Luminara die you will get the special. Then that special can turn into super damage, focus, discard or even resources.
There's other strong parts to this deck as well though, it's really resilient. Force Heal will probably be under-rated out of the gate, but it is really good. Add that to Caution, Willpower, and the abundance of ways to get shields on the dice and it becomes really hard to kill even those 7 health generic dudes. And like Luke Rey, a blue hero deck has enough dice removal to be relevant now.
Poe/Maz
Emperor's Throne Room, Death Star II (Awakenings #167)2x Poe Dameron, Ace Pilot (Awakenings #29)
2x Maz Kanata, Pirate Queen (Spirit of Rebellion #45)
2x Holdout Blaster (Awakenings #63)
2x Rocket Launcher (Spirit of Rebellion #53)
2x Fast Hands (Spirit of Rebellion #150)
2x Millennium Falcon (Awakenings #49)
2x C-3PO (Spirit of Rebellion #30)
2x U-Wing (Spirit of Rebellion #31)
2x Planetary Uprising (Spirit of Rebellion #97)
2x Defensive Position (Awakenings #104)
2x Field Medic (Awakenings #105)
2x Hit and Run (Awakenings #106)
2x Dug in (Awakenings #139)
2x Electroshock (Awakenings #159)
2x Rebel Assault (Spirit of Rebellion #94)
1x Confidence (Spirit of Rebellion #109)
1x New Orders (Spirit of Rebellion #137)
This pairing has gotten a little hype here and there - due to Poe's high cost any new elite character pairings really jump out.
Honestly I'm not sure if this is better than Poe/Rey builds - it might be worse actually, but it's still got some stuff going for it. Poe Maz has to rely a little heavier on vehicles instead of heavy hitting upgrades like Poe/Rey can - so Millenium Falcon and U-Wing make appearances here since their strong die work well with Poe's special.
Get used to seeing C-3PO and Planetary Uprising in every red hero deck, they are both the real deal.
And this deck gets a few better dice removal options in red with Rebel Assault joining Electroshock and Defensive Position.
We'll see how the Poe/Maz vs Poe/Rey battle plays out through SoR, they are both really good though. (and maybe there will be dark horse Poe/Snap build, though I'm thinking Baze/Snap will be the stronger pairing)
Palpatine (Credit to Hyperloops for inspiration)
Moisture Farm, Tatooine (Spirit of Rebellion #156)2x Palpatine, Galactic Emperor (Spirit of Rebellion #11)
2x Sith Holocron (Awakenings #16)
1x Force Throw (Awakenings #57)
2x Mind Probe (Awakenings #60)
1x Force Lightning (Spirit of Rebellion #14)
2x Force Speed (Spirit of Rebellion #55)
2x Force Illusion (Spirit of Rebellion #135)
2x It Binds All Things (Awakenings #150)
2x Feel Your Anger (Awakenings #82)
2x Intimidate (Awakenings #84)
2x Isolation (Awakenings #85)
2x No Mercy (Awakenings #86)
2x Deflect (Awakenings #145)
2x Now You Will Die (Spirit of Rebellion #75)
2x Rise Again (Spirit of Rebellion #76)
2x High Ground (Spirit of Rebellion #128)
For people that though this wouldn't work, you are wrong - it does work. Remains to be seen whether it is tier 1, but I think it will be tier 2 at least. It can just put out sooooo much damage quickly. No Mercy is definitely the MVP of the deck. An early No Mercy just wrecks if Palpatine turns his 3 damage side into 7 damage + 2 more from his ability then another 2 or 3 damage + 2 MORE from his ability on the other dice. It can be a possible 14 damage turn 1, which is just crazy.
Blue villain already had a decent removal suite and they get to add High Ground to that. Palpatine ALWAYS controls the battlefield, so not a problem really.
Rise Again is definitely a thing here as well, also the reason the deck runs Moisture Farm which probably seems like a strange choice until you realize I really want to get to 5 resources for this card. Palpatine will claim first pretty much every time, so Moisture Farm builds up your resources quicker, then BAM Rise Again turns this into a 20 health deck and gets you a free upgrade. The deck will most likely be able to close out at that point.
We'll see where this deck falls in the meta, should be fun.
Snap/Commando/Trooper (aka Snap, Crackle, Pop) (Credit to Hyperloops)
Moisture Farm, Tatooine (Spirit of Rebellion #156)1x Rebel Trooper (Awakenings #30)
1x Rebel Commando (Spirit of Rebellion #28)
2x Temmin "Snap" Wexley, Recon Specialist (Spirit of Rebellion #29)
2x Promotion (Awakenings #56)
2x Overkill (Spirit of Rebellion #33)
2x Rocket Launcher (Spirit of Rebellion #53)
2x Training (Spirit of Rebellion #125)
2x Wingman (Spirit of Rebellion #126)
1x C-3PO (Spirit of Rebellion #30)
2x Planetary Uprising (Spirit of Rebellion #97)
2x Defensive Position (Awakenings #104)
2x Field Medic (Awakenings #105)
2x Hit and Run (Awakenings #106)
2x It's a Trap! (Awakenings #107)
1x Rearm (Awakenings #109)
1x Dug in (Awakenings #139)
2x Logistics (Awakenings #142)
1x Rebel Assault (Spirit of Rebellion #94)
2x Suppression (Spirit of Rebellion #122)
I really like this deck - it's kind of an evolution of Akbar/Leia decks in some respects, but it's way less of an all-in fragile aggro deck. This deck actually has some options.
The set of upgrades this deck gets are so solid. Training feels great on the Trooper or Commando, Overkill, Promotion, and baby blaster are just all fantastic value. They're all so good value wise, maybe the best value in the game. Wingman too obviously - the red card in the cheat action cycle in SoR - it doesn't need any explanation here.
Now Snap - he's not pulling the big damage sides, but his ability helps you consistently turn on Defensive Position, Dug In and Planetary Uprising and lets you get initiative. It works really well.
The opponent of this deck is put in a really hard decision on who they go after - you are putting upgrades on the Commando so he's a threat, but Snap is doing the battlefield garbage, oh but there is also a Rebel Trooper poking is head in and Guardian-ing dice away making it harder to get to who you want to kill.
Like most mono-color decks, Suppression and Rebel Assault actually give the deck dice removal options too.
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