Saturday, October 22, 2016

Sith PK Deck Breakdown

Back when I dabbled in Legend of the Five Rings the Scorpion Clan ran a heavy PK(Personality Kill) deck. This is what come to mind with the Sith deck that I am currently tinkering on, the deck has a lot of mains but the board removal tends to come in the form of events like Force Lightning, Force Choke, Force Manipulation and Deadly Sight. This frees up units to attack or defend and still have a way to keep the board presence in the dark side's favor.

The deck stands at:

The Emperor's Web x1
Agent of the Emperor x2
The Plan of the Prophetess x2
Encounter at Stygeon Prime x1
Power of the Dark Side x2
There is No Conflict x2

Now let us go through pod by pod.


Just a solid pod that does a lot of work. Only one copy of it because of the low damage capacity of the objective and although two of them can work I just don't want to have to field a copy against a quick light side deck if I have the choice. Everything else in the pod is great.


Good main in Mara with targeted strike(true it does have to be turned on), a resource and a unit with protect. Rage can come in handy but it can be situational. The objective can slow down a deck on occasion the timing of it really only allows foe Echoes or a similar trick to take a unit out of commission on the same turn.


Decent objective against Jedi and can really lock the force for the dark side against other factions. It can also help set up Power of the Dark Side, Force Manipulation and Deadly Sight. Solid removal with Deadly Sight in the area of mid range units. A tactics icon on Sariss and the reaction screwing with other players can be useful but one of the weaker mains in the deck. Another resource in the pod as well.


Another unit with tactics in The Inquisitor and his action can serve for cycling for edge battle or just trying to pull a needed event or unit. The rest of the pod just tries to dictate how your opponent has to handle future conflict phases. Making your opponent make choices they do not want or usually have to make can win game by itself.


The objective can help by all the cards that can commit units your opponent doesn't want committed to the force and can work in conjunction with Plan of the Prophetess for a little soft unit removal, it can also trigger the Hunted so you have another way to pile on focus tokens. Another version of Palpy of the deck and he can get you back a unit for defense if you take hold the force. Yet another resource and a unit you can bounce from the discard pile if you can get the force engine running.


The objective can slow some deck in the early game if you can get it to trigger but it really comes in handy by taking away event options during the combat phase. This version of Vader can be interesting but the pod is included more for the Jedi hate it brings and another way to remove some opposing units with Join Me.

While the deck can be a real pain I'm not certain I would consider it a top tier deck, competitive sure but most deck with Vader and Palpatine pods end up competitive by default. The deck is very resource dependent and if your opponent can put early pressure by taking an objective within the first two turns it can put you in a situation where you have to rush you board presence and hoping to hold out until you can remove a few unit and take back board control. A solid deck to learn some the new tricks the dark side can use to get things done the old fashioned way.