I took this deck to victory at a local 30-person tournament today. 4-1 through five rounds of Swiss and then three rounds of single elimination.

A natural progression from my Kylo/Dooku deck from Awakenings but with a little more aggression to keep pace with the new cards. This deck shines in being able to dish out consistent damage and mitigate damage from the suite.

Overall Strategy

Even with Vader this deck still wants to play slow and control your opponent when possible. Most of the events help remove or flip die and Force Throw/Push help even more.

Don't play any upgrades until you know who your opponent is going to focus on. It really hurts when Vader get's a Sith Holocron to Force Throw and then dies the next round. As expected, play everything but the Lightsabers on the other character.

Play your opening upgrades on Kylo. If your opponent focuses Vader first, as they should, then you can keep everything until the end of the game. If you can somehow encourage them to go for Kylo first then your end-game with Vader will be very strong. It's worth losing a Holocron (even an force upgrade).

This deck can struggle for s, so make sure you are putting both It Binds All Things and Enrage to use. Also, pretty much always take Kylo's side when you roll it.

Battlefield Choice

Mostly for a surprise 3 from Vader's . But it also can help control an extra die from your opponent if Force Throw is on the table.

Mulligan

Look for the following cards, in order of preference:

Don't be afraid to Enrage turn one and play the Lightsaber right after it. Just make sure you know who your opponent will focus on first - play the upgrade on him to take advantage of the redeploy.

Resource Management

You might run into issues if you don't manage your resources well with this deck. Vader lacks any s sides and the two characters together have four paid sides.

It Binds All Things, Enrage, and Sith Holocron all help mitigate this risk. This in turn leads to blue abilities over more weapons or upgrades, like Lure of Power. Second in priority is the "redeploy" keyword helping get double value from each Lightsaber. The lack of Kylo Ren's Lightsaber and Lightsaber Pike should now be obvious.

On top of those cards you should almost always be resolving Kylo's resource sides. These go a long way in allowing you to play upgrades and the one control cards to keep the team alive.

Anger is pretty situational, but you can help force it on yourself with a little planning. Firstly, Sith Holocron has two blanks, so if you have one in play your odds are already quite high. Once you have a single blank showing you can Manipulate another die to open up Anger the following turn.