eVader / Raider - 10 things I love about Vader!

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eVader / Raider - Feel my Vibro ;) 2 1 0 1.0
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Enfantterrible 171

My fourth iteration of the Vader/Raider deck.

Vader/Raider, as just proven at Worlds is a great deck - still after the release of Spirit of Rebellion a tier1 stable. It combines 2 great colours, Blue and yellow (so green), that allows you for amazing damage output, dice mitigation and force shenanigans.

In a recent Q2 tournament this deck took 2nd place, 3-1 record, and did quite well in the trainings leading up to the tourney with a 5-1 record, both the losses came at the hands of FN/xx. Maybe that's something to consider ;)

50+ more games played, win rate above 70%.

I'll try and go through the deck first, and then some ideas concerning matchups, and gameplays ...

The decks main "combo" is, obviously, the following cards on Vader 1. Force Speed, 2. Fast Hands and 3. Vibroknife / Other upgrade. The first is achievable by turn 2 (first turn: Vibroknife and Fast Hands, second turn: Force Speed, third turn: Activate Darth Vader).

Fast Hands is obviously essential! It allows you to resolve Force Speed immediately after activation and give you 2 additional actions. The activations should allow for either 2, 2 or 3. Everything else should not be resolved with Fast Hands, unless you really REALLY need the or your opponent has held back resources, then resolve .

Force Speed is also essential, although Fast Hands is more important. The deck, as it is based on the great dice of Darth Vader is not dependent on the action shenanigans, but becomes soooo much better from it!

Force Throw is to my mind the best force upgrade in the game. Being able to "throw" any dice (Force Throw ) for straight damage is godsend. It does 2 things at once, which is incredible. It is definitely helping the deck towards the win condition: KILL! And not getting killed!

Makashi Training is added for the damage output and the dice mitigation against aggro decks.

Mind Probe is extremely powerful, but I often find it situational, so I'm considering swapping it, although it does represent one of the best damage sources for the deck.

Sith Holocron - do you really need to ask? Even though the deck has very few ability upgrades, the Holocron is great. Being able to add a Mind Probe or a Force Throw for free on either the Raider or Vader (although the former is better) can easily change the course of the game. The on the Holocron can be used to turn either Vader into a 3 or the Raider 3.

Vibroknife is probably one of the greatest cards for aggro decks to come out of Spirit of Rebellion. It allows this deck to totally nullify a number of defensive measures. It has great sides, 3 and +2, a , which can be put into great effect using Bait and Switch.

Backup Muscle is still a stable and probably one of the top10 cards - even after the release of Spirit of Rebellion. You DO NOT want Backup Muscle early in the game - I always mulligan this off my hand. This is a midgame/endgame card.

Bait and Switch is very often referred to as discounted version of Force Strike. I disagree. Bait and Switch is AWESOME!!! It is not only damage out of hand, although it often is used like that, it is also the chance to turn your Holocron to a or a on either Vader if you need to take control of your opponents spending.

Deflect is great protection against decks. Classic.

Doubt is one of the cards that I feel we will see much more of. It's great for removing high damage dice by forcing a reroll and then potentially fizzle into nothing or being removed through immediate resolving. It's great against stuff like Overkill (because of its +), Jetpack, etc. I think we are looking at a deck stable here.

Electroshock - move along, nothing to see! Make sure to use them before you loose the Raider if he is at risk of being targeted down. You don't want to get stuck with them in your hand.

Feel Your Anger - although situational, everybody rolls , right! Remember not just to remove dice showing non-blanks! Remove the ones that can also potentially be rerolled into something nasty.

Force Strike is just powerful with Vader. Anything that can deal 3 damage out of hand is worth considering.

He Doesn't Like You is a great dice removal card. Roll out the Raider with Holocron, and use either to remove one of your opponents.

Isolation/One-Quarter Portion - The ratio right now is 1/1, but I could consider swapping it to two One-Quarter Portions.

BATTLE FIELD: Maz's Castle allows you to dig for the cards you need NOW - not 2 rounds from now.

STARTING HAND: Ideally, you want Fast Hands, Vibro Knife and Force Speed ... I feel a Holocron in this iteration of the deck is less mandatory. Hard mulligan if you have neither. Keep the ones you have, discard the rest and re-draw. Don't keep dice mitigation, you will draw more - the deck has 12 of them, they'll show up! DO NOT KEEP Backup Muscle - you want this midgame or late game. Don't equip the Vibro Knife immediately, wait and save for dice mitigation such as Electroshock and offensive cards like Force Strike.

Keep Vader back until he's equipped - you don't want his dice sitting on the table for too long. Roll out Raider, leave it without resolving, unless its 3 and you have the resource to spare. His die is great for He Doesn't Like You, and can potentially draw out your opponent's dice mitigation. Rather have it spent on the Raider than on Vader.

PLAYING VADER/RAIDER: Stability is important to this deck, which is also why Maz's Castle is the Battlefield of choice. It allows you to dig for the cards you need - not 2 rounds from now, but now.

Vader should be kept back. Don't activate him too early. Let your opponent play cards from their hand, activate their characters, modify their dice - only use your dice mitigation to remove the big threats. Take a few hits, Vader can take it, and the Raider is expendable. Only thing is that Electroshocks are spot yellow character - remember this. you don't want them stuck in your hand. If Raider dies, recycle them with the BF.

Once Vader activates, REMEMBER HIS SPECIAL ABILITY, it can be supercrucial robbing your opponent of one of his cards, and do not leave his dice around for too long. You want to resolve them either using the actions off Force Speed or Fast Hands.

MAY THE FORCE BE WITH YOU!

2 commenti

JT-Money 677

you can't force strike with Tusken. Blue die only.

Enfantterrible 171

@justrick true ... was sleepy when writing some of the write-up, and was thinking of Bait and Switch. It's been corrected in the description :)