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Deck Strategy Index
Theme Decks. From clones to droids, diplomats to Geonosians.
Discard Deck. The components to make one and the strategy to play it.
Force Denial Deck. The components to make one and the strategy to play it.

Card Strategy Index (cards are listed alphabetically)
Anakin Skywalker (B)
Boba Fett (A)
Corde (A)
Darth Sidious (A)
Elan Sleazebaggano (A)
Jawa Sandcrawler
Jedi Council Summons
Lost in the Asteriods
Master and Apprentice
Mending
Nexu
Obi-Wan's Starfighter (A)
Padawan's Deflection
Slumming on Coruscant
Spirit of the Fallen
Splinter the Repbulic
Target the Senator
Tyranus's Edict
Weapon Response
Zam Wesell (A)
Zam's Airspeeder (A)




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Deck Strategy


Theme Decks

The following are deck themes that each side can use. Each theme includes a list of cards that have a direct affect on the theme.
IMPORTANT CARD IN THEME is a card that affects all other units in the theme. These cards can be considered cornerstones to their respective themes.
OTHER CARDS IN THEME are cards that will benefit from the important card in the theme or from other cards in the same theme.

Light Side Themes

  • Clone.
    IMPORTANT CARDS IN THEME...characters Taun We (all clone units get +10 speed), Lama Su (all clone units cost one less build to play) and Clone Officer (all clone units get +1 power).
    OTHER CARDS IN THEME...Ground: Clone Squad, Clone Platoon. Character: Boba Fett, Clone Warrior 5/373, Clone Warrior 4/163, Kaminoan Guard.
  • Jedi.
    IMPORTANT CARDS IN THEME...Padme Amidala A (all Jedi units are +10 speed, Anakin gets +2 power), mission card Jedi Council Summons (pull any Jedi card from deck and put in hand, gain +1 force).
    OTHER CARDS IN THEME...Space: Obi-Wan's Starfighter, Jedi Starfighter 3R3. Ground: Jedi Patrol, Elite Jedi Squad. Character: Anakin Skywalker (A,B,C,D), Obi-Wan Kenobi (A,B,C), Yoda (A,B), Plo Koon, Shaak Ti, Kit Fisto.
  • Naboo Soldier.
    IMPORTANT CARD IN THEME...Captain Typho (all other Naboo soldier units get +10 speed).
    OTHER CARDS IN THEME...Ground: Naboo Senatorial Escort. Character: Naboo Security Guard.
  • Diplomat.
    IMPORTANT CARD IN THEME...Queen Jamilla (retreat one of your diplomats).
    OTHER CARDS IN THEME...Character: Padme Amidala (A,B,C,D), Chancellor Palpatine.

    Dark Side Themes

  • Geonosian.
    IMPORTANT CARD IN THEME...character card Geonosian Sentry (all other Geonosian units get +10 speed).
    OTHER CARDS IN THEME...Space: Tyranus's Solar Sailer, Geonosian Fighter. Ground: Tyranus's Geonosian Speeder, Geonosian Squad, Flying Geonosian Squad, Geonosian Defense Platform, Reek. Character: Poggle the Lesser, Geonosian Guard, Geonosian Warrior, Acklay, Nexu.
  • Droid. IMPORTANT CARD IN THEME...space unit Droid Control Ship (all droid units get +10 speed; however each droid take 1 damage if Droid Control Ship is discarded).
    OTHER CARDS IN THEME...Space: Droid Starfighter DFS-4CT, Droid Starfighter Squadron, Droid Starfighter Wing. Ground: Battle Droid Squad, Walking Droid Fighter, Destroyer Droid Squad, Commerce Droid Squad 81, Commerce Guild Droid Platoon. Character: Infantry Battle Droid B1 Series , Super Battle Droid 8EX, Destroyer Droid P Series.

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    Discard

    The idea behind a discard deck is to dwindle your opponent's options. This is done by forcing your opponent to discard cards from his or her hand. The fewer cards they have in hand, the fewer cards they can play and the fewer different options are available to them.
    The following cards can be used for a successful discard strategy. Note that two of the three major cards for this strategy can only be used by the dark side.

  • Slumming on Coruscant. Neutral mission card. 1 build. Look at opponent's hand and choose a mission or battle card in their hand; that player discards that card.
    This card is excellent for eliminating that one battle or mission card your opponent was waiting for the perfect moment to use. It will also allow you to see what your opponent may potentially build so you can plan your strategy accordingly.
  • Destruction of Hope. Dark side mission card. 2 build. Your opponent chooses two cards from his or her hand and discards them.
  • Nute Gunray. Dark side character card. 3 build, 20 speed, 2 power, 3 health. Tap during your build step to have your opponent choose a card from his or her hand and discard it.
    Nute Gunray can be brutally effective if your opponent only has one card in hand at the start of your build phase. Forcing them to discard their last and only card means they will either use their build points on units already in their build area or waste their build points altogether. While you are able to build new units from your hand, your opponent will be playing with whatever he or she has left on the table.

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    Force Denial

    Force denial decks are designed to take away the resource needed to make Jedis effective and battle cards playable. Since Jedi rely on force for damage prevention (evade/deflect), force denial strategy will reduce them to no better than any normal character. Such strategy will also prevent (or at the very least make it difficult for) the opponent from playing battle cards.
    The following cards can be used for a successful force denial strategy. Note that most of these cards are for dark side use only.

  • Nexu. Dark side character. 5 build, 50 speed, 4 power, 3 health. When Nexu is in character arena, each activated ability of the opponent's units requires 1 more force to play. While the light side has many Jedi to use in the character arena, the dark side counters with the Nexu. The Nexu is excellent for slowing down the Jedi's ability to evade/deflect. Multiple Nexu can be put into an arena and their effect if cumulative. (If there are three Nexu in the arena, each activated ability of your opponent's units requires 3 more force to play!)
  • Poggle the Lesser. Dark side character. 4 build, 40 speed, 3 power, 3 health. Tap Poggle to force your opponent to tap a character unit of your choice unless the opponent pays 3 force.
  • Assassin Droid ASN-21. Dark side character. 3 build, 50 speed, 4 power, 1 health. Tap to deal 3 damage to an opposing character unless the opponent has a Jedi in the arena and pays 2 force.
  • Capture Obi-Wan. Dark side mission card. 2 build. Makes your opponent lose 2 force and you gain 2 force.
  • Dark Rendezvous. Dark side mission card. 4 build. Makes your opponent lose 7 force.
  • Order Here. Neutral mission card. 2 build. Until the end of turn all battle cards (including yours) require 3 more force to play.

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    Individual Card Strategy


    Anakin Skywalker (B)
    Light side character. 5 build, 50 speed, 4 power, 4 health. Tap during your build step to give one of your ground units +20 speed and +2 power until end of battle. Pay 1 force --> evade 1.

    This card can be extremely beneficial, especially if your deck is strong in the character arena.
    Since the light side goes second during the build step, you can always react to whatever the dark side builds. If you control the character arena (or at least have an overwhelming advantage) and if you have an Anakin stack, you could switch up the Anakin stack to put Anakin B on top. Since Anakin won't be needed for battle in the character arena, bring about the weaker combat version (B) and put his ground-enhancing ability to work!
  • If you control the character arena, his ability becomes a free (and slightly less quality) Windu's Solution each turn!
  • Even if you do not control the character arena, put Anakin B under a superior battle version (A or C). This will increase Anakin's battle prowess until control in the character arena is obtained. Once control is seized, switch the stack, putting B on top and increase your chances in the ground arena.

    Boba Fett
    Neutral character. 2 build, 40 speed, 2 power, 1 health. Each bounty hunter gets -10 speed when Boba is in the character arena.

    Although Boba Fett is a neutral card, he is more hinderance than help to the dark side. For the light side, however, there are two strategies which can be used for an advantage.
  • Boba's ability is great to help negate what normally is considered a strength for the dark side in the character arena--speed. This increases the chance for speedy light side characters to attack before speedy bounty hunters Jango Fett and Zam Wesell.
  • Since Boba is a clone, he can give/receive bonuses that are associated with other clone cards. He can receive a +10 speed bonus in conjunction with Taun We (+10 to all clones). Boba gains +1 power if joined with Clone Officer (+1 power to all clones). Kaminoan Guard receives its +1 power bonus if joined with Boba.

    Corde
    Light side character. 2 build, 30 speed, 2 power, 1 health. Critical Hit 1. Discard Corde from the character arenas to prevent all damage dealt to one non-Jedi character.

    The light side has a myriad of support characters that can enhance deck performance or hinder the dark side. Corde can help ensure they stick around a little longer.
  • If you have characters that are essential to a combo or enhance your present situation, Corde can keep it intact. Characters such as Taun We and Padme Amidala (A) are often prime targets of the dark side because of their speed lending ability; Bail Organa's pay-force-or-tap-a-character ability can be extremely beneficial when dealing with the likes of Tyranus or Sidious. Corde can keep these cards around a little bit longer.
  • If her sacrificial ability is not immediately required, she can be a serviceable attacker with her Critical Hit 1. She can be a suprise offensive threat with a Surge of Power or two.

    Darth Sidious
    Dark side character. 8 build, 40 speed, 5 power, 6 health. Gain +1 force if Sidious is in the character arena at the end of the battle phase. While Sidious is in the character arena, your opponent builds all their cards (mission and units) face up. Pay 2 force --> Evade 3.

    Sidious has three high-quality abilities that would make him a welcome addition to any dark side deck. While little strategy is required with Sidious there is one little trick that can be done.
  • Mace_Windu came up with the following "peek-a-boo" strategy (which was posted at the Rebelbasers.Com website): If you are overwhelmed in the character arena, play Darth Sidious from your hand, peek at whatever your opponent is building (as per his ability), then retreat him to safety during the retreat step. This is a good option if it is imperative to know what your opponent is building and if you plan to put up a battle in the character arena somewhere down the line. Thank you Mace_Windu for this strategy!

    Elan Sleazebaggano
    Neutral character. 3 build, 50 speed, 3 power, 1 health. When Elan is in character arena, each of your other characters gain +20 speed. Elan deals one damage to each of your units at the end of the battle phase.

    Elan is a great way to boost speed in the character arena. His damaging effect on other characters may keep most players from using him. The following are a couple of ways to get the most out of Elan (and even turn his downside into your upside).
  • A retreated Elan cannot damage your characters. Keep him retreated until you are set up in the character arena for an ambush.
  • Lull in the Fighting will stop all damage done by all characters for a turn, including damage done by Elan to all your other characters.
  • Padawan's Deflection can be used to deflect a damage to one of your characters (done by Elan's ability) to an opposing character. A free point of damage for 3 force! (...would this constitute as "second-hand smoke" from death sticks?!? I digress...) With a little setup one could ambush an opponent with multiple Padawan's Deflections, which could seriously sway the odds in the character arena.

    Jawa Sandcrawler
    Neutral ground unit. 4 build, 10 speed, 2 power, 7 health. Tap during your build step to draw 2 cards, then discard 2 cards from your hand.

    I find this to be a great unit, especially for four build points. Although it offers little offensively, it has some major selling points that are hard to ignore.
  • Seven health for relatively few build points. Your opponents will likely need multiple attacks to eliminate. If paired with a quality ground unit or two with offensive punch, it will be difficult for opponents to drive you out of the ground arena anytime soon.
  • Ability to draw two cards can be most beneficial to draw the cards you need, while discarding those you don't. The sandcrawler can be a free card-drawing engine if you control the ground.

    Jedi Council Summons
    Light side mission cards. 2 build. Search your deck for a Jedi card and you may put into your hand. Shuffle your deck. Gain +1 force.

    This is a fairly versatile card for the following reasons.
  • The obvious use is to pull out a new Jedi character or a different version of an existing Jedi character for stacking.
  • The less obvious is to pull out units for the ground or space arena, such as Jedi Patrol, Jedi Elite Squad, Jedi Starship 3R3 and Obi-Wan's Starfighter. Each are considered Jedi cards by the description in their subtext!
  • You still gain +1 force even if you don't/can't pull a Jedi card from your deck.


    Neutral battle card. Prevent all damage done by space units for the turn (to be played before any unit attacks).

    This card has a couple of key uses.
  • A great choice for a deck that uses ground units with Ion Cannons. While space units cannot damage units, they themselves can be damaged. Enter Ion Cannons from those ground units that equip them. This gives you an opportunity to damage space units without risking your own ships for the turn.
  • Play this card to buy yourself a turn in the arena. If you are at a disadvantage in the arena this card can give you the extra turn needed to bring in reinforcements or to set up a combo to better your chances. This particular strategy also applies to Peace on Naboo and Lull in the Fighting which prevents damage done by ground units and characters, respectively.

    Master and Apprentice
    Light side battle card. 3 force. One or two of your units get +2 power until end of battle.

    An efficient card that can give power bonuses to two units. Self explainatory, but the way the text is worded makes this card more versatile than originally thought.
  • You may choose two different units in two different arenas; the card does NOT restrict the bonuses to two units in the same arena.

    Mending
    Neutral mission card. 2 build. Remove up to four damage from one of your characters. Gain +1 force.

    A self-explanatory card that is a Jedi's best friend.
  • Excellent for keeping Jedi around. Whatever damage that cannot be evaded/deflected can be removed, making it increasingly difficult to send a Jedi to defeat.
  • This card also gives you +1 force, further bolstering your ability to evade/deflect. You can play this card and gain the force even if you do not have a character in play!

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    Nexu
    Dark side character. 5 build, 50 speed, 4 power, 3 health. When Nexu is in character arena, each activated ability of the opponent's units requires 1 more force to play.

    While the light side has many Jedi to use in the character arena, the dark side counters with the Nexu. The Nexu is excellent for slowing down the Jedi's ability to evade/deflect.
  • Multiple Nexu can be put into an arena and their effect if cumulative. (If there are three Nexu in the arena, each activated ability of your opponent's units requires 3 more force to play!)
  • Nexu works well in comination with other force-denying units. Poggle the Lesser, a dark side character unit, can force your opponent to tap a character unit of your choice unless the opponent pays 3 force. Assassin Droid ASN-21, another dark side character unit, taps to inflict 3 damage to a unit unless your opponent pays 2 force and has a Jedi in the character arena. Capture Obi-Wan, a dark side mission card, makes your opponent lose 2 force (and you gain 2 force). Dark Rendezvous, another dark side mission card, makes your opponent lose 7 force.
    The Nexu, in combination with the above cards, will limit the effectiveness of opposing Jedi!

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    Obi-Wan's Starfighter
    Light side space unit. 4 build, 50 speed, 3 power, 3 health. Critical Hit 2. When the battle phase starts, remove all damage counters from Obi-Wan's starfighter if it's in the space arena.

    An exceptional space unit for the light side that not only has great speed and firepower, but also heals!
  • On offense, Obi-Wan's Starfighter can deliver a big hit with its Critcal Hit 2. Increase the opportunity for a bigger, more devastating hit by using Surge of Power, increasing the chance to land the critical hit while possibly scoring additional hits.
  • The removal of damage counters once the battle phase begins is huge. Let your opponent land one or two hits on it, then use damage prevention cards such as Pilot's Dodge, High Force Dodge or even Padawan's/Jedi Knight's Deflection to prevent the lethal damage. At the start of the next battle phase, those damage counters are removed, making the opponent's attack on the starship wasted.

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    Padawan's Deflection
    Neutral battle card. Pay 3 Force --> Prevent 1 damage to one of your units. That unit may do that much damage to a unit of your choice in the same arena.

    An excellent card that could turn the tide in an arena if played at the right time. The following are some uses for this card.
  • At worst this card prevents one damage. The damage redirection is optional (important thing to consider especially if your opponent has a character with deflect and enough force to do it).
  • Excellent for eliminating units with one health (or one damage away from death), saving you from attacking that unit.
  • Can work in conjunction with Elan Sleazebaggano or Droid Control Ship to turn their negative effects into positive ones (Sleazebaggano deals a damage to all your other characters in the character arena; Driod Control Ship deals a damage to each of your driods if it is discarded from play). Padawan's Deflection can prevent a damage to one of your affected units and send it to an opposing unit, turning the downside into an upside!
  • This card also works versus Target the Senator. Prevent the one damage and redirect it to an opposing unit in the same arena.

    Also note Jedi Knight's Deflection, a light side battle card that is a more expensive yet powerful version of Padawan's Deflection (costs 6 force to play and prevents/deflects up to two damage).

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    Slumming on Coruscant
    Neutral mission card. 1 build. Look at opponent's hand and choose a mission or battle card in their hand; that player discards that card.

    A very powerful, potentially game-breaking card for only one build.
  • An excellent card for eliminating that one battle or mission card your opponent was waiting for the perfect moment to use.
  • This card will also allow you to see what your opponent may potentially build so you can plan your strategy accordingly.

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    Spirit of the Fallen
    Light side battle card. 2 Force. Each of your Characters gets +2 power until end of battle. Play only if one of your Characters has been discarded from the character arena this turn.

    The stipulation of having already discarded a character to play may be inconvenient, but it can work to your advantage, especially in conjunction with the following cards.
  • Corde. Character card that you may discard Corde from the character arena to prevent all damage to a non-jedi character. Protect an important non-jedi such as Padme (A) and make all the other units more powerful to boot.
  • Hero's Duty. Battle card that for 4 force, one of your units gets +5 power for the attack but is discarded after the attack ends. Your unit will have an opportunity to deliver a pounding, then setting the rest of the units up for the benfits of Spirit of the Fallen.

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    Splinter the Republic
    Dark side mission card. 1 build. Take a card from your deck with the same name as one of your units in any arena, show your opponent, and put into your hand. Shuffle your deck.

    An incredibly versatile, powerful and inexpensive card that can fit in virtually any deck.
  • Can be used simply but effectively to reinforce an arena (pulling out an extra Destroyer Droid Squad or Techno Union Starship).
  • Excellent for pulling out units with an effect that cumulates (i.e. Nexu--opposing units' activated abilites cost +1 force for each Nexu; Luxury Airspeeder--+10 speed to all other ground units...two of these in play would give all your other ground units +20 speed and each Luxury Airspeeder 70 speed, since each would give the other +10 speed).
  • If one of your unique units has nearly taken lethal damage, use Spinter the Republic to pull another out of your deck to play once the original is discarded. Excellent with Slave I and the like.
  • Perfect to help add to a character stack. If you have Darth Tyranus version B on the table, use Splinter the Republic to pull a Darth Tyranus version A and stack for better speed, power, health and ability!
  • Also note that the card shuffles your deck. This can be a fix if you experience deck clumpage (i.e. drawing one ground unit after another after another after another...).

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    Target the Senator
    Dark side mission card. 3 build. At the start of the battle phase Target the Senator deals four dice of damage to a unit.

    Think of this card as a one-time use four-power attack...anywhere.
  • This card will deal its damage before any unit attacks, allowing you to soften up a unit for your other units to pick off or to eliminate a weak/weakened unit altogether. This is an excellent card to eliminate a unit that is one or two health points away from death.
  • Target the Senator ignores the effects of shields. The shields ability states that each unit gets -X power as long as it's attacking that unit.
  • Battle cards (both light and dark side) that affect a units power will not affect Target the Senator. Note that damage dealt by Target the Senator can be prevented as normal.

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    Tyranus's Edict
    Dark side mission card. 3 build. Choose a unit. As long as that unit is in its arena no other of your units in the same arena can be attacked.

    This is a great card to draw fire to a unit that can take it or draw fire away from another unit.
  • This can be a brutally effective card with Darth Tyranus and a large quantity of force saved up. Tyranus can evade (and deflect--if using version A) hits that would send your other characters like Jango Fett or Zam Wesell to defeat. Jango and Zam are good targets for your opponent to eliminate since they can pack a punch offensively. They also lack the Jedi skills evade/deflect, meaning they would need an assist from battle cards for damage prevention. Tyranus's Edict on the Darth Tyranus unit would keep your other heavy hitters around for another turn. Perserving the other big hitters for the turn gives you the opportunity to unleash more hits and increase the chances of controlling the character arena.
  • This card is effective if used on cards such as Jawa Sandcrawler, which is a relatively inexpensive unit (four build) that has an exceptional amount of health (7). This could keep the heat off your more offensive units that lack the health to survive a single attack, like Walking Droid Fighter, which has 6 power, but only 2 health and 20 speed (although it does have shields 1). In this instance Tyranus's Edict can negate the speed advantage the light side currently enjoys in the ground arena by drawing fire from your more vital offensive weaponry.
  • Tyranus's Edict can be effective if you force your opponent to target a unit with shields. This will make each attack -1 power until the battle phase ends or the unit is destroyed.

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    Weapon Response
    Neutral battle card. 1 force. Attacking unit gets -2 power for the attack.

    Nothing fancy about this card. It decreases the chance for hits on one of your units.
  • This card is very effective when the opponent is attacking one of your units with shields. The opponent will receive -3 power total, making it difficult to score hits. An excellent addition to any deck that has many units with shields.
  • The chance for a critical hit rolled against you decreases, potentially preventiing two or more hits.
  • Use on an attacking unit with 2 or fewer power (or 3 or fewer if attacking a unit with shields). The unit will roll no dice for the attack!

    Also note Tyranus's Gift, the dark side battle card that is a more expensive yet powerful version of Weapon Response (costs 3 force to play and the attacking unit get -5 power for the attack).

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    Zam Wesell (A)
    Dark side character. 6 build, 60 speed, 6 power, 4 health. At the start of battle step, Zam either removes a damage counter from herself or gets critical hit 2 (player's choice).

    This is a pretty straight-forward card. Although she does not have the nifty abilites often found with Jedi (evade, deflect, etc.), her speed and choice of offensive punch/healing can be a great equalizer.
  • When you need to inflict a lethal dose of damage, use her critical hit 2 ability in combination with cards that increase power (Surge of Power, Strength of Hate, etc.). This will increase the odds of rolling a critical hit along with possibly increasing the number of natural hits.
  • When it's not necessary to score a big hit, use Zam's healing to keep her fresh in case the light side comes back with reinforcements.
  • Zam is a stackable character. Stack the B version under her for increased power and health (+1 to each). A stacked Zam will virtually ensure initiative by virtue of +10 speed (70 total).

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    Zam's Airspeeder (A)
    Dark side ground unit. 2 build, 60 speed, 1 power, 1 health. Critical Hit 3.

    While many may be put off by the lack of power and health (one each) Zam's Airspeeder can present real problems for light side ground units.
  • Even though you only roll one die, a resulting six will inflict four damage--enough to take down an AT-TE.
  • Increase the odds of inflicting serious damage--use Surge of Power, Strength of Hate or Tyranus's Wrath to increase the number of dice you roll. You significantly increase the odds of rolling a critical hit in addition to scoring normal hits.
  • Up to this point no ground unit is as fast as Zam's Airspeeder (60 speed). Combine this unit's speed with adding power (via the cards mentioned above) and this unit could inflict lethal damage to a large target before it can retaliate! Not bad for only 2 build points.

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