Next week sees Twilight of the Republic, the third set for Star Wars Unlimited (SWU) released to the world.
Obviously I’m keen to try the new starter decks, and start building Twin Suns decks with the new cards, or even upgrading my existing decks.
With Twin Suns being our preferred format for SWU. Allowing Dave, Marcin, and myself to play a multiplayer game. It is the SWU Commander.
However one thing I’ve noticed from our games is how they rarely go pass round seven.
Which means that it’s hardly worth even including any cards that cost seven or more. You won’t get to play them.
I’ve nearly arrived at the opinion that even six cost cards, possibly even five cost are dead cards in the deck. That the space in the deck taken up by anything that costly should be filled by lower cost options (if there are any).
I’m finding that these more expensive cards are more often when drawn placed face down as resources.
On rounds five and above being able to play two or three cards on the current phase is massive. You have options. Hopefully you have the cards in hand to respond to what your opponents are doing.
Do the Twin Suns rules need a tweak? Maybe double the health of the base, or add ten to the base health so the games (maybe) last a round or two longer.
If you have played SWU Twin Suns what are your experiences? Do your games last longer?
Two weeks ago was our first game of Star Wars Unlimited using the Twin Suns multiplayer rules and decks we built.
As my little announcement video below shows I was playing my Sabine Wren and Jyn Erso deck (you can see the deck list here).
I was up against two decks by Marcin. They were
The Mandalorian/Bo-Katan Kryze/Security Complex
Boba Fett/Cad Bane/Command Center
Dave and Marcin took turns playing the decks.
None of the three games we played this first time went beyond the seventh round. So very short games. Expensive cards to play were resources. There would be no chance to play them.
I won the first game, with my deck seemingly working to plan.
Marcin won the remaining two games.
Reflecting back I think although my base Jedha City with its ability while very handy to nullify a threat or reduce the impact. With its health being 25 instead of 30, I felt left me feeling a little more vulnerable.
Although I’m happy with the cost curve it felt I was lacking answers to the threats Marcin and Dave were posing in the two games Marcin won.
This week we once again played Twin Suns games. Dave had his own decks this time (I forgot to make a note of his leaders).
The two games we played this time were longer games. I got the Krayt Dragon out! It won me the first game. I was surprised I got to play the card.
But I had no right winning that game. I was no able to keep a presence on any of the battlefields. It was mainly Dave and Marcin duking it out trying to position themselves for the win. I was just a bystander. Both couldn’t finish off the game by killing me because the other player would win. So they had to concentrate on getting slightly ahead on damaging the other players base.
Dave won game two with some great tactical play especially utilising his leaders to deliver a winning blow by knocking out Marcin. I had sat on cards that dealt with upgrades from my initial hand because of Marcin’s Mando deck.
I am really enjoying our games of Twin Suns.
I think now after five games I might look at what ramp I can possibly introduce to the deck.
As an exercise I might try and classify the cards in the deck by use, such as removal, etc. That might help me identify better areas I’m weak in.
I now have two decks nearly built. I’m just waiting for a handful of cards to arrive. Whilst the third deck that I was inspired to build is 60% complete.
So here we are with my first Twin Suns deck, and also my first ever deck for Star Wars Unlimited.
Unlike building a Commander deck where I have a rough idea of the number of cards of each type I need to have in a deck, such as the amount of removal, ramp, etc.
I have no idea what is optimal for a Twin Suns deck.
Just under half (22 cards) of this deck are events. It has a single upgrade. Only seven space units, and twenty ground units.
Oh before I go any further I do need to issue a boiler plate DISCLAIMER. At no point should this post, the deck, be taken seriously. I have no idea whatsoever if the deck is any good, or even works. I’m still in the process of getting the cards needed. I then need to play it a few times. Contemplate on how the deck did, make changes. Rinse and repeat. In other words like all other decks I’ve built in other games, it’s a living deck.
Let’s start with my two leaders for this Twin Suns deck and the base.
So the theme of this deck is trying to get as much secondary value out of an attack as possible. Particularly targeting opponents bases. Sabine gives me that. Jyn and the base I hope works well with her by allowing me to keep Sabine (and other attackers) out doing their thing for longer by reducing or even eliminating the damage taken in attacking another unit. So I can remove threats and whittle down the bases health.
Let’s get started with the showing you the initial cards that make up this deck. I’ll start with the ground units.
Ground Units
I’m not expecting to get a chance to play the Krayt Dragon. But if I do it’s going to be hilarious. Especially if I bounce back everyone’s battlegrounds to their hands before hand. But there is no ramp in this deck. So eight rounds before I get to play it.
Space Units
If there is an area I think I’m light on it’s here.
Events
I like that there are “board wipes”, and “targeted removal” cards. I have both types in this deck. I can’t wait to combo Evacuate with The Chads of War. That will be hilarious. I’ve also got a little discard action going on with a card or two. The shenanigans these cards will cause are me, and the sort of thing I like to do with my decks.
The basic idea is disrupt my opponents enough to put my plan into action.
Upgrades
My one and only upgrade, and it’s a bounty.
Obviously the idea is to play it on an opposing unit.
Card Cost Curve!
I’m happy with this curve. With over half the deck being cards I can play turn one, by turn four approximately ninety percent plus of the deck is playable. By turn four also it’s possible to play up to three cards depending on the hand I have.
It should come as no surprise that breaking the cost down by the three card types that the spread matches roughly the overall pattern.
I have high hopes that this is a good basis to build from. But only actual games with the deck will prove that now.
I’m waiting on six cards to arrive and then the deck will be ready.