Twin Suns Deck : Kylo Ren and Admiral Trench

 
 
 

The strategy of this deck is to simply survive to turn 7 and use Kylo's deploy turn to win the game.  I'm not sure what value there is in showing the entire list, but I've included a link to the current version of my deck via swudb.com below.   I'll point out some key cards and general play strategy below.

Use Kylo and Trench to cycle all your upgrades into your discard pile and fish for survival cards like sentinels and shielded units. Only deploy Kylo when the following conditions are met:

  • You got Snapshot Reflexes in your discard pile and you can remove a player instantly
  • You need Kylo's Sentinel to survive
  • Another player was eliminated and you are on your last phase anyway.

 Otherwise I prefer to not throw a bomb on the table forcing everyone to respond.

Upgrades 

Much like the premiere version of the deck, you'll want all the cool upgrades to maximize your deploy.  Thanks to Trench, Snapshot Reflexes is now in aspect.  I also included Infiltrator Skill as I felt it was worth the aspect penalty.  I included all the beefy upgrades I own, and no I don't currently have a constructed lightsaber, but yes it would be perfect to add.  Instead I put in Grievous' Wheel Bike, it still gave me stats and overwhelm.  Yeah it costs 4.  Still wins me games.  I also like the idea that Luthen will sell Kylo a lightsaber.

Cheap Sentinel Units

You should ideally be putting out Sentinels in both ground and space arenas as much as possible to deter opponents from easy base damage.  Use the upgrades on these units to coerce your opponents into looking for easier bases to attack.

Admiral Trench Deploy

On turn 6 the first action is usually deploying Trench.  He helps get cards into the discard pile fast.  Try to get him killed so you can deploy again in future turns. 

Drawing Cards

There are a handful of really good upgrades, and you have a 90 card deck to burn through since we're using Data Vault.  There's some card draw tech as well as using both leader actions to burn through the deck to get to what you need. Discarding without the draw isn't too helpful so don't bother wasting the action if you don't have an upgrade or an expensive card to discard.

The Force 

I want to really like Drain Essence.  I'm trying a small package of events that give the force (instead of using a force base) with an equal splash of cards that use the force.  I've been able to use the force a few times to good effect and generally doesn't hurt my deck when I can't.  Impossible Escape has been useful whether I had the force or not. It's been fun.  I'll probably keep playing with the package.  Maybe it'll become a module.

 Remember, don't play aggressively.  Don't make enemies.  The idea is to stall while the other opponents grind themselves down, so that when you're ready to deploy Kylo you get the kill.  But keep in mind that your opponents may not be idiots.  Respect the table, and you may see victory!

Ethan Burrow's Kylo Deck Cycle on swudb.com 

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