Irvine's Undefeated Rops 
Author David "david.irvine" Irvine
Description This is the Raltiir deck that has never been beaten to date. I played it in the DecipherCon WildCard, Super Invitational, and Team Event and won each game by 20 or more. I have also played it in about 8 more tourneys in South Florida.
Cards Starting(4)
Raltiir Operations
Raltiir
Twilec Advisor
Imperial Arrest Order

Locations(8)
Coruscant
Coruscant: Docking Bay
Executor: Docking Bay
Forest
Jungle
Spaceport Docking Bay
Spaceport Prefect's Office
Swamp

Characters(20)
Admiral Ozzel
Biker Scout Trooper x2
Commander Igar
Corporal Drelosyn
Darth Vader, Dark Lord Of The Sith x2
DS-61-2
DS-61-3
DS-61-4
General Veers
Grand Moff Tarkin
Lieutenant Arnet
Lieutenant Cabbel
Lieutenant Renz
Officer Evax
Sergeant Barich
Sergeant Elsek
Sergeant Irol
Trooper Davin Felth

Vehicles (7)
Blizzard 1
Blizzard 2
Tempest 1
Tempest Scout 1
Tempest Scout 6
Speeder Bike x2

Ships(6)
Bossk In Hounds Tooth
Dreadnaught-Class Heavy Cruiser
Zuckuss in Mist Hunter
Dengar in Punishing One
Fett in Slave I
Vader's Personal Shuttle

Interrupts(6)
Imperial Barrier x2
Main Course
Masterful Move
Monnok
Shocking Revelation

Effects(9)
A Bright Center To The Universe
Battle Order
Empire's New Order
First Strike
Lateral Damage
Resistance
Search And Destroy
Secret Plans
There'll Be Hell To Pay

 

Strategy I first have to say that this deck has been evolving for a while and just about every card has its purpose. The cards in here are just more important than others.

With this deck, you always start with Imperial Arrest Order because most of the characters in the deck are forfeit +2 and IAO also lets you pull a docking bay during your deploy phase. There are 3 docking bays in the deck and you go for the Coruscant and Executor ones first, unless you are trying to flip on the second turn(and have a barrier or tempest 6 in hand). The first card you search for should be a Tempest Scout 1(reacts for free with 2 spots for pilots), then next turn, search for Lieu. Arnet(also great for murdering Arconas) so you can react for free, draw destiny, and be immune to attrition<4. Most decks cannot deal with the force drain -1 and try to come to Raltiir, but that is where their mistake is made. You should be able to beat the opponent off of your planet within a couple of turns.

It usually isn't that much of a problem if the opponent controls the system early, because then they usually won't be able to defend themselves very well. Just control 3 sites anf then put a ship at Raltiir, you flip, then battle and add a bunch to your destiny.

If they try to swarm you with aliens, get out the Emperor's New Order and First Strike.

Mains cost too much to deploy a beatdown squad, so they should only come down about 2 at a time and then you can just barrier the one that draws destiny by himself.

Draining with this deck is not always required to win, this is primarily a battle deck, but draining while the opponent can't is always nice.

Against Hidden Base:
The Force Drain -1 is the killer in this match, along with Coruscant and the bounty hunter ships. Search and Destroy puts them on a clock.

any form of Mains:
These games usually go quickly because you have the advantage when battling and force draining. The hideous amount of battle destiny and attrition works like a charm. If they're playing SAC, kill of the high ability mains(it isn't too hard). Its kind of hard to Sense something with no character on table :)

Test 2 beatdown:
The force from Dagobah gives you the force you need to set up more quickly, and be ready with a barrier or two. Lieu. Arnet in Tempest Scout 1 gets around the required ability 6 destiny requirement. Vader also provides a good amount of ability.

Profit deck:
Let them release Han early, so they can't really retrieve much. Just set up on Raltiir, then invade Tatooine with Vader, Tarkin, and AT-ATs.

These are just a few of the most prevalent LS decks right now, and I have still been able to beat them all with Raltiir Ops.

And they said this objective sucks...

David Irvine