What is Tempo?

Put simply, Tempo is the momentum of the game. In Star Wars: Unlimited, this is primarily measured by the state of the board- i.e. who has more (and more powerful) units on the table. The player with more power typically has the momentum, and when they have it, they set the game’s tempo.

However, the word tempo can be used for more than just the game’s momentum. It can also refer to a card that helps keep tempo, a player that aims to set the game’s tempo, or even a deck dedicated to the same.

What is Tempo NOT?

Since the concept we’re addressing today is a little fuzzy, it might help to talk about what tempo is not. Since tempo is a concept focused on the board and who has more board presence, aggro decks and burn cards that aim to quickly burn down the opponent’s base are not tempo. Neither are control/ramp decks that aim to stall in the early game and come back in the late. The essence of tempo is to outperform an opponent at every level of the cost curve, so decks that intentionally sacrifice the early or late game don’t fit the mold.

What are tempo card examples in SWU?

Let’s look at a hero, villain and neutral example.

Admiral Ackbar is a great example of a tempo play for a hero player. Being a unit with a solid, direct-damage, “When played” ability allows him to grow your board and shrink your opponent’s, simultaneously. He also synergizes with having lots of units on your board- something a tempo deck will be very keen on.

Force Choke is a fantastic villain tempo example. It provides above-curve levels of damage for a low cost. It also does something a tempo deck is ready and willing to do: sacrifice long-term card advantage for short-term gain in the board state. The tempo player’s opponent won’t have the chance to make use of that additional card because the boardstate will have swung so decidedly against them.

Waylay is another great illustration of tempo at work. What this card straightforwardly does is trade resources and card advantage for board state. That big unit goes back to your opponent’s hand, but in its absence, a tempo deck can dominate.

What would a tempo deck look like in SWU?

It would be one that combined some of the excellent removal above with others in the same colors! We’ll try and keep it updated on the db as FFG spoils new cards.

This deck is loaded with solid tempo plays. Shoot First can trade card and resources for board state even more efficiently than Force Choke. Imperial Interceptor is an amazing two-for-one boardstate swing. The Grand Inquisitor himself is even a form of tempo that allows you to trade unit health for extra attacks. Combined with cards like Fifth Brother and Seventh Sister, he can lead to favorable trades and an even better board.

Let us know in the comments if you’ve built a tempo deck and what cards you think are the most effective tempo plays!

If you’d like to see the deck above in action, here’s a best of three video showcasing its play:

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2 responses to “New Player Lessons #7 – Understanding Tempo”

  1. […] articolo è la traduzione dell’articolo originale, New Player Lessons #7 – Understanding Tempo di Tyler (DJStormtrooper) dal sito […]

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  2. […] will often be wrong. Combined with that fact that retrieving a card for resources is a negative tempo play and you’ll likely forfeit initiative doing it, the use cases for the Emperor’s Legion […]

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