I've played with and against this a bit (since the preview of the Phantom/Triple Dark combo I was playing around). It seems like it is losing more than it is winning to Boba Green and I expect Boba Green to stay in the meta for a few months. Surprise Strike on a 3 cost space unit on turn 3, Waylay, NG2MD, Firespray ability, etc... It also is getting creamed by Kylo (both double Aggression and Aggression / Cunning), and I expect to see Rylo in the early Meta. To me, that makes it a fun deck, but not one that will go to the top 8 in a large tournament often. One option to consider here is Legal Authority. I am generally not a fan of capture, but your plan here it to build a big unit that can survive combat and not be countered. Legal Authority gives that unit +2 health, removes a threat (which could be that enemy space unit, a big ground unit, or a utility card with a timing concern like Regional Governor), and at worst is effectively an exhaust against the targeted enemy unit for a 'mini NG2MD'. It is also useful in mirror. I'd prefer it to Swoop Down because I want to be going to base and 1 Sabotage round is not enough of a benefit when I am going to base. Perhaps The Swoop Down is needed for anti-aggro, but I found the Ren Aggro had enough counters to your low cost units that it was too slow for a 'combo' card to work. Regardless, I worked this into my deck recently and it is not coming out to see if it is useful as a turn 5+ play. I'd also think about what Smuggling Compartment does for you - getting that 3 cost unit up to 6 or 7 health ASAP is important and that card pays for itself. I might shave the top end and remove some Piett. I've found I get more benefit on turns 5 and 6 out of depleting my hand, using Tarkin, etc... than I get out of dropping a big card. I'm betting that you'll end up resourcing Piett if you draw him early 99% of the time with this deck - but I can see a lot of early combos where that Smuggling compartment makes a big difference in the early game if it gets to attack even once. Option 1: Drop it on the Tie on Turn 1 allows you to hit harder on 2 and buff your Phantom on play. Option 2 (best option): If you drop it on the Phantom on turn 3, Triple Dark for the Advanced, then Tarkin the Phantom you end up with a 5/5 by the end of 3 and can take it to early in 4 and 9/9 by the time you attack. Option 3 is usually just to resource it later in the game. For my deck the optimal three turn draw so far has been Tie/Smuggling, Phantom/Smuggling, Triple Dark(Advanced)/Tarkin ability/(any 1 cost). I also experimented with Mining Guild Tie over ISB because I was finding the ISB irrelevant too often, Mining Guild can be a threat to enemy space units that prevents them from using a Green Squadron to remove your Phantom fast enough (at times), and it has later game value as I do deplete my hand with this deck in many games. I'm running 1 in my deck with more in the sideboard.
The MU might be not great for Tarkin vs Kylo since it's a race but I am confident that tarkin vehicle is in general a FAR better deck than the Kylo Ren decks I have seen. Also, the deck is kicking ass left and right in the TTI top cut at the moment, will see how it goes. The MU against boba can be difficult, but you know what other deck has a difficult MU against Boba? Sabine. Didn't prevent it from being one of the most successful decks in the meta. Tons of cards can be tried, I like the idea of legal authority and would definitely like to try it. However, I am pretty confident that smuggling compartments and mining guild tie fighters are not good enough for the deck.
Thank you for showing this very interesting deck and I can't wait to try it! What is your opinion on "A New Adventure" for this deck? Yes, it is out of aspect but considering you have a lot of great synergy with your "When played" cards
Thanks for your kind words :) A new adventure is already not that amazing in a double cunning deck because it's quite situational if you have to pay the aspect penalty then it's asbolutely terrible. The best thing you can reactivat with it is a tie advanced, but then why not just play a tie advanced for the same cost? For the effect to be worth it you need to reactivate an effect that is worth 4 resources and there is nothing worth that cost in the deck (or in the game for that matter)
Super video même si j'ai pas tout compris car je suis nul en Anglais 😂 mais clairement ce deck me parait super fort et tres facile d'utilisation. Y a beaucoup de combo à faire. Je vais me le monter dès que j'aurais reunis toutes les cartes. Merci!
I have been tinkering with a very similar deck as well as a Boba Red Triple Dark. Ruthless Raider is fun to drop with Triple Dark. But I think OB is still a better place to be.
I'm wondering about that Arquiens Assault Cruiser. Could an out of aspect Ruthless Raider do the same job? It has a great ETB-effect that can inconvenience grounds units as well as direct damage to close out games, it's imperial and can be boosted by Tarkin, and you can find it earlier with Tripple Dark Raid
The fact that the raider is imperial really doesn't matter since it's a late game unit. You still have to pay for aspect penalty when you play from Triple Dark Raid. Advantage of the Arquitens (assuming triple dark raid which is the way it's supposed to be played): - 7/8 instead of 4/6 , so even with the ETB a ready arquitens swings for more. - The ramp is actually super relevant, you triple dark raid for 6, ambush kill something ramp to 7, get the arquitens back in hand and then replay it the turn after for 8. -Arquitens has the option to attack right away with ambush no need to wait an action. So there might be situations where out of aspect raider might be better, but overall I think arquitens is slightly better.
I've been trying the Gideon Yellow version of this deck which allows you access to his Light Cruiser on TDR to bring back a unit and attack for 7 on your 6 resource turn. The biggest problem with these decks is not having initiative and your Incinerator Trooper and Tie Phantom becoming much worse on T1 and T2 since they can be easily traded into at start of turn.
that's why we have many other T1 and T2 play . Gideon cruiser is very good but the Tarkin's ability is really the glue that makes this deck work. And that's why I prefered tarkin version of this deck over boba.
@@Thorrk_THT Yeah I've playtested more Tarkin Yellow and probably is just better than Gideon. I found myself with 1 resource left quite often in both decks and obviously Tarkin is able to effectively use that situation more to his advantage. The ISB agent is critical at dealing with shielded units and works a lot better if you can buff him T1. Thanks for the reply.
si je peux me permettre: la deck tech est très bonne, le sideboard et les mulligans encore mieux, mais si tu pouvais ajouter du gameplay en plus ça serait caviar! Keep up the good work whatsoever!
Malheureusement je ne peux pas montrer de footage venant de site tier (régle de FFG vue que je suis affilié à eux). Donc ma seule solution serait de montrer du gameplay camera ce qui est trés compliqué à mettre en place et nécessite du bon matériel que je n'ai pas.
@@Thorrk_THTwhat if you recorded some testing, either paper or online, and then we “animated” the gameplay in PowerPoint using card images, and you can then step through the plays and provide commentary?
Amazing deck. I’ve being testing on karabast and found difficulties against traitorous and entrenched. Should I add traitorous and confiscate to sideboard?
Powerful, inexpensive, thematic AND fun. Love this deck!
Played a similar build at my first locals and went 3-1. Very strong budget deck.
have to test and play it at the next constructed local tournament.....happy to see Tarkin back to game :D
I've played with and against this a bit (since the preview of the Phantom/Triple Dark combo I was playing around). It seems like it is losing more than it is winning to Boba Green and I expect Boba Green to stay in the meta for a few months. Surprise Strike on a 3 cost space unit on turn 3, Waylay, NG2MD, Firespray ability, etc... It also is getting creamed by Kylo (both double Aggression and Aggression / Cunning), and I expect to see Rylo in the early Meta. To me, that makes it a fun deck, but not one that will go to the top 8 in a large tournament often.
One option to consider here is Legal Authority. I am generally not a fan of capture, but your plan here it to build a big unit that can survive combat and not be countered. Legal Authority gives that unit +2 health, removes a threat (which could be that enemy space unit, a big ground unit, or a utility card with a timing concern like Regional Governor), and at worst is effectively an exhaust against the targeted enemy unit for a 'mini NG2MD'. It is also useful in mirror. I'd prefer it to Swoop Down because I want to be going to base and 1 Sabotage round is not enough of a benefit when I am going to base. Perhaps The Swoop Down is needed for anti-aggro, but I found the Ren Aggro had enough counters to your low cost units that it was too slow for a 'combo' card to work. Regardless, I worked this into my deck recently and it is not coming out to see if it is useful as a turn 5+ play.
I'd also think about what Smuggling Compartment does for you - getting that 3 cost unit up to 6 or 7 health ASAP is important and that card pays for itself. I might shave the top end and remove some Piett. I've found I get more benefit on turns 5 and 6 out of depleting my hand, using Tarkin, etc... than I get out of dropping a big card. I'm betting that you'll end up resourcing Piett if you draw him early 99% of the time with this deck - but I can see a lot of early combos where that Smuggling compartment makes a big difference in the early game if it gets to attack even once. Option 1: Drop it on the Tie on Turn 1 allows you to hit harder on 2 and buff your Phantom on play. Option 2 (best option): If you drop it on the Phantom on turn 3, Triple Dark for the Advanced, then Tarkin the Phantom you end up with a 5/5 by the end of 3 and can take it to early in 4 and 9/9 by the time you attack. Option 3 is usually just to resource it later in the game. For my deck the optimal three turn draw so far has been Tie/Smuggling, Phantom/Smuggling, Triple Dark(Advanced)/Tarkin ability/(any 1 cost).
I also experimented with Mining Guild Tie over ISB because I was finding the ISB irrelevant too often, Mining Guild can be a threat to enemy space units that prevents them from using a Green Squadron to remove your Phantom fast enough (at times), and it has later game value as I do deplete my hand with this deck in many games. I'm running 1 in my deck with more in the sideboard.
The MU might be not great for Tarkin vs Kylo since it's a race but I am confident that tarkin vehicle is in general a FAR better deck than the Kylo Ren decks I have seen.
Also, the deck is kicking ass left and right in the TTI top cut at the moment, will see how it goes.
The MU against boba can be difficult, but you know what other deck has a difficult MU against Boba?
Sabine.
Didn't prevent it from being one of the most successful decks in the meta.
Tons of cards can be tried, I like the idea of legal authority and would definitely like to try it. However, I am pretty confident that smuggling compartments and mining guild tie fighters are not good enough for the deck.
I like this take on tarkin, very aggressive deck , I've been playing blue this set and red last set with much success
Found the deck to beat rey red! Thank You 😊
I’m curious how you found this beat that deck? I get destroyed by it lol all that stupid healing
I've found an annoying card to this deck is traitorous
Cinfiscate fixed that
Traitorous is indeed a pain but it doesn't see as much play at the moment and there are solutions, like bazine and confiscate.
Change of heart also works against it, as you keep control after the turn
@@Thorrk_THT when will you do a Mando deck video ?
Really want to play with Mando
@@osecony3638 I haven't been able to figure out a good deck for him which makes me very sad becasue I opened a mando showcase
Thank you for showing this very interesting deck and I can't wait to try it! What is your opinion on "A New Adventure" for this deck? Yes, it is out of aspect but considering you have a lot of great synergy with your "When played" cards
Thanks for your kind words :)
A new adventure is already not that amazing in a double cunning deck because it's quite situational if you have to pay the aspect penalty then it's asbolutely terrible. The best thing you can reactivat with it is a tie advanced, but then why not just play a tie advanced for the same cost?
For the effect to be worth it you need to reactivate an effect that is worth 4 resources and there is nothing worth that cost in the deck (or in the game for that matter)
@@Thorrk_THT I appreciate you taking time to answer that question, and taking the time to explaining it in the details you have. :)
Super video même si j'ai pas tout compris car je suis nul en Anglais 😂 mais clairement ce deck me parait super fort et tres facile d'utilisation. Y a beaucoup de combo à faire.
Je vais me le monter dès que j'aurais reunis toutes les cartes.
Merci!
Seeing space only in boba red and yellow now as well very similar. Blowing up lol good video
I have tried the boba yellow/red all space deck and i find this deck to be significantly better at doing that.
I have been tinkering with a very similar deck as well as a Boba Red Triple Dark. Ruthless Raider is fun to drop with Triple Dark. But I think OB is still a better place to be.
I tried it too with red and double yellow and I was not as impressed as with Tarkin
I'm wondering about that Arquiens Assault Cruiser. Could an out of aspect Ruthless Raider do the same job? It has a great ETB-effect that can inconvenience grounds units as well as direct damage to close out games, it's imperial and can be boosted by Tarkin, and you can find it earlier with Tripple Dark Raid
The fact that the raider is imperial really doesn't matter since it's a late game unit. You still have to pay for aspect penalty when you play from Triple Dark Raid.
Advantage of the Arquitens (assuming triple dark raid which is the way it's supposed to be played):
- 7/8 instead of 4/6 , so even with the ETB a ready arquitens swings for more.
- The ramp is actually super relevant, you triple dark raid for 6, ambush kill something ramp to 7, get the arquitens back in hand and then replay it the turn after for 8.
-Arquitens has the option to attack right away with ambush no need to wait an action.
So there might be situations where out of aspect raider might be better, but overall I think arquitens is slightly better.
A deck with ATSTs? I'm in!
I've been trying the Gideon Yellow version of this deck which allows you access to his Light Cruiser on TDR to bring back a unit and attack for 7 on your 6 resource turn. The biggest problem with these decks is not having initiative and your Incinerator Trooper and Tie Phantom becoming much worse on T1 and T2 since they can be easily traded into at start of turn.
that's why we have many other T1 and T2 play . Gideon cruiser is very good but the Tarkin's ability is really the glue that makes this deck work. And that's why I prefered tarkin version of this deck over boba.
@@Thorrk_THT Yeah I've playtested more Tarkin Yellow and probably is just better than Gideon. I found myself with 1 resource left quite often in both decks and obviously Tarkin is able to effectively use that situation more to his advantage. The ISB agent is critical at dealing with shielded units and works a lot better if you can buff him T1. Thanks for the reply.
si je peux me permettre: la deck tech est très bonne, le sideboard et les mulligans encore mieux, mais si tu pouvais ajouter du gameplay en plus ça serait caviar! Keep up the good work whatsoever!
Malheureusement je ne peux pas montrer de footage venant de site tier (régle de FFG vue que je suis affilié à eux).
Donc ma seule solution serait de montrer du gameplay camera ce qui est trés compliqué à mettre en place et nécessite du bon matériel que je n'ai pas.
@@Thorrk_THTwhat if you recorded some testing, either paper or online, and then we “animated” the gameplay in PowerPoint using card images, and you can then step through the plays and provide commentary?
@@iRell865 that's way too much work sorry 😐
What's the game plan against Bossk? What the turn 1 play?
What do you think about Chimaera in this deck ? Maybe as a sidedeck against control ?
unreliable since you are not guaranteed to discard a card. Walker is really the best late-game thing you can hit for 6 on triple dark raid.
I’ve been playing this deck a little and I was struggling a lot against boba yellow and palpatine. Any way to help those match ups??
Do you have a link for swudb
First set 2 deck tech 🎉
Great deck tech, appreciate the video!
If the unit played by Triple Dark Raid is defeated the turn it is played, will it still return to your hand?
No it won't
Nice deck! Where did you get the Tarking image from? The one you use for the miniature
Mid journey Ai
But Think in a boba yellow Meta with waylay cunning bazine bodhi and cantina it’s Hard
Watch the video I addess that
I watched the Video. Love the Deck but in Germany 1/3 boba Cunning
@@simonneumann6762really? In Belgium boba gets sit on a lot. Sabine is king here
Here in Brazil Boba it's not that much of a steamroll. Sabine was hard to defeat for a long time
Crazy how the Meta is different everywhere
Amazing deck. I’ve being testing on karabast and found difficulties against traitorous and entrenched. Should I add traitorous and confiscate to sideboard?
yes 3 confiscate in side is going to be mandatory in the sideboard as this deck gets more famous.
Can vader fit somewhere there? maybe some 2 ofs instead of 3s in the deck to fit 2 vaders?
if you wanted to play a 7-drop non vehicle card in this deck it would be something more aggressive like Maul.
Have you considered Scanning Officer, even if just for the sb?
No, smuggle cards are still not seeing so much play. And even if you do hit a smuggle card the impact on the game is limited.
I’m looking at something very similar in Hondo, so you think the xp coming that way could have legs?
@@friendofyoda5194 no it's way too slow and most smuggle cards are not that good.
This looks like an annoying deck which can be fun. Will try when I have more set 2 cards