With the Legacies meta coming to a close, I thought it was time to reflect on some decks that made the game fun during the time period. I’m not talking about the top tier decks that everyone knows. I’m talking about the fringe decks that hang around and toe the line between getting beat down by the top tier and coming out and dominating a tournament. Let’s show some love for the Tier 1.5 and Tier 2 decks for Legacies.
Figured I would get this party started with my personal favorite fringe deck of the Legacies meta. If you’ve read some of my other articles, you’ve seen how much I gush about Kanan. I think his versatility is incredible and his ability just makes him downright dangerous. Combine Kanan’s ability with Zeb’s and you have a recipe for destruction. Zeb’s ability allows him to synergize with Kanan as well as being able to add cards in the deck that both characters can utilize like Jetpack. Being able to drop Second Chance on Zeb is really nice as well. The biggest weakness this deck faces are generally from within. When existing within the realm of Hero cards, removal can be difficult sometimes. Two of the best Blue removal cards, Guard and Force Misdirection, don’t work at all with Zeb’s character dice. Force Misdirection works well with Kanan’s diverse die, but Guard is usually lacking with him since he only has one Melee side. Another issue is the paid side for Zeb’s big damage. This doesn’t tend to be a huge issue in the mid to late game since Maz’s Vault helps out a lot in those stages of the game.
This is a very interesting deck and one I struggled to put on here. This combination saw a ton of play early on in the Legacies meta and won a good deal, but seemed to really fall off the map as the meta progressed. Tarkin’s Power Action is just brutal and really makes your opponent be scared of blanks. This combos well with cards like Anger so that you can get the most out of the dice at your disposal. Seventh Sister is probably the best 14 point character in the game since she gives you 3 dice for that cost. The biggest weakness of this deck is really any deck that can deny you resources since Tarkin decks really require you to have dice out on the table to utilize his Power Action well. Anything with Hondo is usually solid against Tarkin since he can deny your upgrades from hitting the table.
Battle Droid Army
Who doesn’t love Battle Droids? These pesky guys can gang-up on you very quickly with their ability to activate quickly and push out a ton of damage. The really nasty variation of this deck includes the LR1K Sonic Cannon and Imperial Backing. These two cards combo for some massive damage if you get them out early. Being able to field five characters is always intimidating, especially if you include a few Redeploy weapons that continue to bounce around. The big weakness for this deck is definitely Sabine. Against her, you’d usually down two Droids by the time turn 2 is in progress and needless to say, the effectiveness of the Droid declines rapidly when you start losing them. This deck has a few variations that include both Endless Ranks and Separatist Landing Craft that I have seen. At the end of the day, this deck is super fun to play, if a bit squishy and inconsistent.
This is a deck that is way more fun than it has any right to be. This is almost a fun call-back to the old Vader/Raider deck with a few notable exceptions. The biggest difference between this deck and Vader/Raider is Nute’s die. While is die is very weak in this deck, he makes up for it with a really brutal ability against certain decks. Losing two cards or a resource every turn is a massive nuisance. You also get a huge boost by being able to play Leadership on him to give Vader a second activation. You can also combo that with The Price of Failure if you have a particularly good opportunity and give Vader a third activation in one turn what can be really brutal. The biggest weakness for this deck is really a lack of removal combined with a very weak Nute die. Vader/Raider could survive long enough and push through extra damage with the Raider’s die at the end of a game. Nute can’t really do that unfortunately. While this deck is pretty fun, it lacks the explosiveness and options to be really threatening at the top of the meta.
In my never-ending quest to find wacky combos with characters, I somehow ended up here. I had a lot of fun with this deck. Hero Red has some great defensive cards like Field Medic and Honor Guard. The added bonus of having Leadership available can really be big when wanting to push through damage. Electrostaff is also a great include in Obi-Wan decks since it takes some pressure off that paid side that he has. The main problem with this deck is that it is way more inconsistent than it’s more productive counterpart in Obi2/Maz. Resource generation here is slower and damage is far less consistent since you don’t get the Maz ability. While this deck can be extremely defensive, it has trouble pushing out enough consistent damage to really be a threat against the more popular decks out there.