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Deck Design Blueprint

Page history last edited by Roman F 5 years, 5 months ago

With all due respect, the old resources are 1) too confusing, 2) too wordy, or, 3) not available.

 

First time deck?  Follow this blueprint, and you'll have something that works.  Once you have that, you can tweak things to make it more original.

 

For more detail, including steps you should take prior to layout, visit Making Epic Decks in my Geektopia blog.

 

1. 12 Talent cards -- a rough idea

 

  • 4 cards -- Path to victory cards.  Some combination of cards (e.g. 2 and 2) that helps this deck win the game or gives it a big advantage over other decks. This is where you want to bring the most creativity, where you might want to create effects for cards that are unique and different. The rest is just sort of paint-by-numbers, so spend most of your time here. It doesn't have to be 4 cards, it can be 3 or 5. It also can combine with other cards in the deck, especially the bread-and-butter attack.
  • 3-4 cards -- Bread-and-Butter offense card e.g. attack-and-move. Something the major character uses early and often, like Obi-Wan's JEDI ATTACK, Vader's CHOKE and Han's GAMBLER'S LUCK.
  • 3 cards -- Support cards. Movement, defense, healing, card draws, or whatever the path to victory needs to help it along.  If you don't have any movement yet, make sure you add some here, even before defense.  Defense is nice to have but isn't a requirement, you can also go with healing but it isn't usually as strong as defense.
  • 1 card -- Sponge. Whatever that character needs to round out his/her deck.  Does s/he have enough offense to finish the job?  Enough movement?  Needs defense?  Enough card drawing?  Do it now.


When using personality minors

 

  • Allocate 3-5 cards to the minor character.
  • Make sure that minor is a threat.  This is typically best accomplished by giving him/her at least one big attack card (A7 or higher), even if it's a very high value for that character (e.g. A9 for Padme, A11 for Chewie).
  • Some of the best decks include interaction between the major and minor, but it isn't a requirement.

 

2. 19 Basic cards

 

  • 10 Major Basic -- either Blue, Red, Green, or Yellow; or in some cases, Orange or Brown.
  • 9 Minor Basics -- Ranged or melee, strong or weak
  • Here's the Geektopia resource if you need it. 

 

3. Hit points

 

  • Major character:  13-20.  16 is a good place to start.
  • Minor character(s):
    • For personality minors:  10 HP, unless there's an exception (e.g. Chewie, Greedo)
    • For non-personality minors:  3-4 HP each for weak minors, 5 HP each for strong minors

 

When using non-personality minors

 

Just note that the "Strong" minor characters with better decks and 5 HP each, are a LOT stronger than the weak ones.  The difference in decks and HP is huge.  The two original decks that have strong minors, Palpatine and Dooku, don't have any power defense.  Some of my own decks do, but those decks play very, very strong.  It's just a lot of HP and defense to burn through to win the game.

 

Testing your decks

 

Go on Vassal, and play it by yourself against another deck, like Dooku, and see how it does.  Keep in mind, you also want to have fun playing against the deck, not just with it.  Make sure it has enough killing power to dispense with Dooku and his droids, or Mace with his power defense.  Make sure it has enough staying power to take a few hits, but not so much that it's impossible to bring down.  I generally subscribe to including at least some movement so that you don't rely completely upon the dice roll.

 

Final thoughts

 

If you follow this exact blueprint every time for a set of decks, you'll probably have a pretty boring set of decks.  Once you're comfortable making decks that work, you can make unique variations of the above template.  Try a deck with a 4x bread-and-butter attack.  Try a deck where 9-10 cards support the path to victory.  Try a deck that forces discards instead of using big attacks.  And of course, ask for help here at the Wiki!  Happy dueling.

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