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TrueOTK | 47 | 38 | 18 | 1.0 |
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No such thing as a free launch | 0 | 0 | 0 | 1.0 |
Rose loves Hotcakes | 1 | 0 | 0 | 1.0 |
OTK | 1 | 1 | 0 | 1.0 |
HerOTK | 0 | 0 | 0 | 1.0 |
Hot Wings | 10 | 7 | 0 | 1.0 |
punchitchewie 527
DECKLIST CORRECTION: The deck I played on Sunday actually had a 1x Concentrate, in place of the 2nd Ancient Wisdom. My apologies all for mis-entering those cards, and thanks to @Rhavas
for pointing out the error!
EDIT: Credit for the new deck name goes to Reddit user Chi3f1n6
- I was trying to come up with something clever, but 'Hotcakes' is just too perfect!
This is the deck I took to my local store champs on Sunday - I was going to sit on it for awhile but it looks like another similar decklist has been posted, so the cat's out of the bag!
The results of the day were 2 team kills on turn 1, 1 team kill turn 2 and a loss - going 3-1 over 4 rounds. I'll go into the rounds in more detail below, but really there's not much to say other than "they dealt 5-7 damage, and then they got Launch Bay'+Salvo'd...twice"
I saw @runningonion's decklist called 'TrueOTK', found here: https://swdestinydb.com/decklist/view/20669/trueotk-1.0, and immediately fell in love with the concept a couple months ago. With the release of WOTF, getting Ezra Bridger - Aspiring Jedi, Fond Memories, and Renewed Purpose seemed to slot in perfectly. Ezra gives you an extra discard side that the Jedi Instructor was missing, Renewed Purpose gave the deck even more drawing consistency (and prevented the need for Investigate), and Fond Memories gives you access to a couple loops that just seem unfair.
The night before the tournament, I had sleeved up the same 30 events, but had Anakin Skywalker - Podracing Prodigy and [Stolen Intel], (/card/05172), as I thought the extra card was a necessity. But I kept worrying about my opponents finding out what was going on and focusing the Gungan Warrior, which would turn off the Award Ceremony, and your best chance of huge card draw. The morning of, I switched to a second Gungan Warrior, to give my red health pool a bump, and Espionage was a necessity due to the spot a plot requirement of Renewed Purpose. Additionally, the mill from Espionage isn't terrible, since you're playing Rebel, Cheat, and Fond Memories to get cards from your discard pile.
As for the tournament, here's how my games went:
1st game - Rex/Clone Trooper/Jedha Partisan (W)
- I felt terrible for how this one went down - I only had one Gungan Warrior going into the day, so asked one of my friends at the tournament if I could borrow one for my deck. Of course, he was my round 1 opponent :/ He looked at the character lineup a bit puzzled, and asked what the heck my deck was trying to do. The answer was - 'Kill your whole team on turn 1'...which is what happened. Though it did take a Tinker into Jar Jar's 1 indirect to seal the deal against Rex.
2nd game - Mother Talzin/Guavian Enforcer/Captain Phasma (W)
- This one was a turn 2 kill - I was able to draw about half of the deck, but ran out of card draw in hand. Fortunately I had both Premonitions, Launch Bay, and Salvo, so I was able to pump ~5 damage into each of his characters turn 1. Turn 2 resulted in more card draw, and the mopping up of his team.
3rd game - NewDooku/Jabba (L)
- This was the most entertaining game of the day for me, playing against @Palabrewtis and his Dooku/Jabba list, which you can find here: https://swdestinydb.com/decklist/view/21918/2nd14playersc-jabbaedooku-1.0. He masterfully passed throughout his turn as I was going through the motions, and got the nut draw of Force Throw/Force Illusion off of my Don't Get Cocky, showing a Holocron special, after I played Truce. So of course he rolls in the Force Throw, gets the special, along with a Cunning special, and does 20, followed by 14, damage with my own Launch Bay die. This is where my misunderstanding of the rules came into play - I thought you had to discard down to hand size at end of turn, like in Magic: The Gathering. Not so! Playing from the same spot again, I would have claimed and forced him to mitigate the ~20 damage Launch Bay die turn after turn while trying to chew through my 27 health team. Oh well - live and learn!
4th game - Rex/Clone Trooper/Maz Kanata
- He started out w/ Rex's Blaster Pistol and Wingman while I slowly rolled out my team, activated his whole team in one go and did about 7 damage. Then he claimed, having only 3 blasters in hand, and I was able to draw the whole deck and do the team kill turn 1.
This deck might seem like a Rube-Goldberg machine of nonsense, but it works...way too consistently I feel. Going forward, I'd add another Launch Bay and maybe even slow down the deck by half a turn or so, putting in a little more mitigation. Then just dare your opponent to mitigate 2 ~15 damage Launch Bay dice turn after turn, while fighting through repeated Strategic Planning's due to Rebel, Fond Memories and Cheat.
If you have any questions of how the deck works, feel free to let me know :)
When the fastest decks can win turn 3, winning on turn 1 seems to be faster!
95 Kommentare |
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How do you stand up to someone mitigating the Launching Bay? |
Is Hidden Agenda only for Salvo? |
The point of the deck is to draw your entire deck, and then resolve a Launch Bay, with Salvo, to deal damage to your opponent's entire team. In my experience, especially without discard from your opponent, you can normally get to 13-15 cards in hand by the time you are ready to fire off the first Salvo. You do this by playing Award Ceremony to draw 4 cards, Renewed Purpose to draw 3 cards, and Rebel to replay the Award Ceremony, which again draws you 4 cards. That right there is 22 cards, which combined with the initial 5 you draw at the start of the game, leaves you only 3 cards left to see your entire deck. In my playthroughs, I normally can resolve Renewed Purpose/Award Ceremony/Rebel ~ 5 times, along with Trust Your Instincts and Don't Get Cocky, which draws another 6 total cards. So, the math behind it is as follows:
Even with all that, you still have the option of playing Hidden Agenda on Ezra for +1 resource and a card (+1 resource due to using it to resolve Salvo, and +1 card from Ezra's Power Action), and the lone copy of Ancient Wisdom if you need for +2 cards. Now that you've drawn your whole deck, you can play out the Launch Bay for free, thanks to the 2 copies of Premonitions. After drawing your deck, you most likely have 1 copy of Renewed Purpose/Award Ceremony/Rebel in your hand, and the 2 copies of Found Memories. You can then do a loop as follows:
So now, you're sitting with 5 resources, with 2 copies of Rebel to replay whatever you need from your discard pile.
Hopefully this helps clear some things up! |
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Regarding the SC, they just did the standings after Swiss games. I'm guessing if there were a few more participants we would have had a top 4 cut, since there would have been more than one undefeated, clear-cut person at the top. |
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You need 2 Launch Bays to use Premonitions. |
So, the end result is that you have played 2 copies of #Premonitions, both of which are now in your discard pile. And you were able to play the single Launch Bay for free, with no second Launch Bay required! Hope this helps clarify - let me know if not! |
Now this is skill. Great work putting this together. Despite not being a combo fan, neither in SWD nor Mtg, it’s fascinating to see. |
Just gave it a roll. Hilarious. Has Long Con been FAQd to be "put aside" or can you use Rebel and such to recycle it? Drew all 30 cards in the first turn. Activated Launch Bay three times as well as getting the salvo off. This was with premonitions being the last card of the deck too. My only concern would be against mill decks of Cad/Snoke with a four discard early in the round. Could shut down the combo. Have you tested against this? Fond memories is obviously clutch here. |
One of the Fond Memories setups is Long Con, Rebel, Rebel, which works out to 7 resources! So if you think your opponent is playing Premonitions themselves to try to steal your Launch Bay, you can just do the above set up Long Con and Rebel x2, and play the Launch Bay from hand! It works out to be pretty tidy as well, since you can use the remaining 2 resources to play Concentrate, and then Hidden Agenda + Salvo. And you're right concerning the hand mill decks - I tried it out against a Leia Organa - Heart of the Resistance / Yoda - Wizened Master deck and had an incredibly tough time. The Pacify is supposed to be in there to handle Cad's 2 discard side, but you only get one of them that way, and Snoke has the focus sides to eventually get the other Cad die set up. I'm trying to come up with some hand mill counters, but if you have any ideas I'd love to hear your input! Right now the deck (to me at least) seems pretty unbeatable by all of the 'fair' aggro decks and vehicle decks. But a creative solution to mill could make this a really interesting option. |
Love it! Haven't seen one like this before, and really creative use of Launch Bay! Just wondering - How does the character selection relate to the card plan? Could you pull this off with different characters? What made you choose this line up? |
Cool deck! So, if one were able to relatively dependably remove the Discard dice, as well as Launch Bay die, kill Jar Jar Binks - Clumsy Outcast early to turn off Friends in Low Places, use Extract to set aside cards from your discard pile, combined with some hand mill, and possible use Friends in Low Places or Scruffy Looking Nerf-Herder, they'd have you in a rough spot? Sounds easy enough if you say it really fast! ;) |
Do you rely on the 1 in 3 chance to hit the ranged side on Launch Bay and then reroll with copious amounts of cards until you hit it? Did you consider any of the blue cards that let you turn a die to a side? |
@Rhavas holy cow great catch - I even talked about Concentrate in my reply to |
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Regarding the character selection, the main criteria is that it must be 4-wide, and have access to all 3 colors, since the card draw is split between blue and red, and the best money card and recursive elements are in yellow. Additionally, the list can only be 29 points at a maximum, due to the need to include a plot to take advantage of Renewed Purpose. So, you have a couple options. Blue doesn't have a character under 8 points, so that is a bit limiting. I chose Ezra Bridger - Aspiring Jedi due to his discard die side (which allows for playing Rebel and Power Action, over the Jedi Instructor, whose main advantage over Ezra is the focus die side. For the rest of the team, I was initially running Anakin Skywalker - Podracing Prodigy, Jar Jar Binks - Clumsy Outcast, Gungan Warrior, and Stolen Intel, because I thought getting the 6 cards at the start of the game was necessary. After many iterations, the 6th card wasn't needed, so that opened up the chance to squeeze another point into the character list to bring it up to 29. Additionally, my major fear was that my opponents would know that Award Ceremony was spot Red, which would leave the 6 health Gungan Warrior as public enemy number 1. If I won the die roll, I had a pretty good chance due to the Guardian granted from Fort Anaxes - Anaxes, but that would be moot if I was playing against Rex - Clone Captain, who could steal control of the battlefield. And if I didn't win the roll, I wasn't confident 8 total health (with the 2 shields) was enough to keep the Gungan Warrior alive long enough against the likes of Sabine Wren - Explosives Expert. So, I thought briefly about switching the Anakin Skywalker - Podracing Prodigy to Rose - Skilled Mechanic, which would give me 15 red health, keep my discard die count at 3, and keep me at 4 character die. After much more theorycrafting, the idea of double Gungan Warrior, with an elite Jar Jar Binks - Clumsy Outcast came up! 12 red health, 3 discard die sides, and an extra character die. It was perfect! So yes, it is definitely possible to switch in different characters, but I would recommend staying 4-wide, and to keep your available discard die sides as high as you can. And to keep the red health high, so if you're only running 1 red character, I'd recommend Rose - Skilled Mechanic. Thanks again for the question! |
I've made the change a Reddit user suggested, dropping eJarJar and Espionage for Pod Racing Anakin and Profitable Connections. That feels right to me. |
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Like the user on reddit suggested, the Pacify was pretty superfluous. I think a great card to replace it with would be Vandalize - since you have access to 5 character die (in this configuration at least), which could remove troublesome upgrades like Force Throw. And you can always win on turn 2 if you need :) |
this is disgusting.. But i love it |
I've been goldfishing this deck for the last day or so, and I'm having trouble Salvoing for more than 8-9 in round 1. Is that what you're seeing? My round sequence has been:
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After that, since you have the 2 Rebel's in hand, you can #Salvo, then Strategic Planning, and then Salvo again! In fact I think there was only one instance where I only had to Salvo once at the tournament. |
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And what would I take out for a second Launch Bay? |
The cards I'm looking for in my starting hand are Award Ceremony and Renewed Purpose. Don't Get Cocky is normally good enough to keep, rather than mulligan as well, but I wasn't happy about it. Other than that, any other card that isn't card draw I would mulligan, unless I had a Rebel along with one of the 3+ card draws, since in that case the Rebel will most likely act as card draw as well. The deck as it is currently constructed leans really hard on comboing off, so I'm not looking for any mitigation or hand discard, for instance - just card draw. |
Just to give you an idea, I discarded Pacify off of Espionage at the start of my 4th game against an aggressive Rex deck, and I couldn't have been happier to have it in my discard pile instead of having the possibility of drawing it. |
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I've made some alterations, swapping Jar Jar Binks - Clumsy Outcast and Espionage for Anakin Skywalker - Podracing Prodigy and Profitable Connection. I'm wondering if going down from the two Gungan Warrior to a single die Leia Organa - Heart of the Resistance is worth it. It's the same points, but one less health. You lose 1 card off of each Award Ceremony but you have another die with two Discard sides to make #Rebel easier to trigger. Thoughts? |
The more I think about it, the more I like going back to Espionage but keeping Anakin Skywalker - Podracing Prodigy and replacing a Gungan Warrior with Rose - Skilled Mechanic. This keep you at four characters, three dice with a Discard symbol and Rose's special of gaining a resource is very useful. You also pump your red character health to 14 from 12. |
Rose - Skilled Mechanic and Anakin Skywalker - Podracing Prodigy are pretty neat additions - like you said they give more money and a discard side, which is pretty solid. I'll be interested to hear how your testing goes! |
Best of luck against your friends, and hope you keep them after playing this deck :) |
I have a dream, that everyone runs this deck at their store champs, that the hate flows through this gaming community. I hope to see launch bays at every table, a literal race to see who can get the combo off first, we can call it "the tale of darth launch bay". |
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@coleformayor #SummerOfLaunchBay |
Since Award Ceremony requires all of your characters to be exhausted to get maximum value, the only way you'd be able to play Respite is if you either had it in your opening hand, or you drew it off of Renewed Purpose or Don't Get Cocky. So in my playtesting they ended up being dead cards mid-combo. I like the suggestion though - maybe there's a spot for a one-of! |
Hey |
Hi! I am new to Standard format for the most part, and relatively new to the game, so I apologze if I am missing something. It seems to be your entire set up is predicated on no-one removing the support dice. In four games noone had a way to remove that single dice? |
You could play 1 die jar jar with a profitable connection |
If anybody else has played this deck I would love to here their results, cuz I think it is a very interesting deck that nobody really knows about, and more people need to play it. Just nobody at my local game store, ok. lol |
In that instance, the issue I ran into was that all of this happened while I was comboing to get the Premonitions + Launch Bay in hand. My opponent had out a Sith Holocron, showing a special, so when I played Don't Get Cocky, he drew the Force Throw, and was able to swap it with the Sith Holocron, and then paid the resource to roll it out immediately. It happened to hit the special, so he had that all set up before I even had the Launch Bay in play. If I were to do it again, I'd still combo off, but not even bother rolling in the Launch Bay that turn. I was under the impression that I had to discard back down to hand size at end of turn, so I tried to power through his Force Throw / Cunning, which was the wrong call in retrospect. Hope that helps clarify things! |
I can preemptively play Friends in Low Places to take any of my opponent's removal before rolling in the Launch Bay, and if they have removal that I can't take - like Beguile for instance - I can roll out the Launch Bay, let them remove the die, and then play Strategic Planning to ready the Launch Bay, and roll it in again! I did have the Launch Bay die removed a couple times, but Strategic Planning came to the rescue and still allowed me to pull off the win! |
If you try it out in a different combination, I'd love to hear your results! |
I was the friend he had to borrow a dice from lol. Sucked losing the first game that way when I won the rest but it was still great to see this deck in action. |
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I'm playtesting with Rose - Skilled Mechanic, Anakin Skywalker - Podracing Prodigy, Ezra Bridger - Aspiring Jedi, Gungan Warrior. Rose has a to help Anakin and Ezra out for Rebel and she can also bank you a . I've also added Targeting Computer to help turn the Launch Bay to the , in case the opponent turns it or the die doesn't roll it. Have you thought about that? |
I like to use Concentrate so that I can turn two dice if I need extra damage other than the Launch Bay. I do think it is a good idea to include something to focus it though, just in case. |
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@Rachel Scruffy Looking Nerf-Herder over a second Launch Bay? I like the addition of Scruffy Looking Nerf-Herder for the combo protection but the second Launch Bay seems like good insurance too. |
@rhavas I've cycled through the deck about 6 times, never once did I need a 2nd launch bay. Even if it was discarded, I didn't need it. Unless there's a card that removes a card from the game while it's in play, I don't see the need compare to more draw effects |
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Since we have enough card draw to draw a maximum of 29 cards (8 each from 2x Award Ceremony and 2x Rebel, 6 from 2x Renewed Purpose, 4 from 2x Don't Get Cocky, 2 from 2x Trust Your Instincts, 1 from Hidden Agenda), and we only have to draw 24 due to the 5 card initial hand and the mill from Espionage, we probably don't need the extra card from Ancient Wisdom over the selection from Investigate. Thanks for the suggestion, and let me know how it goes for you in testing! |
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I left out that if you don't include Ancient Wisdom, however, you WILL have to use Cheat (the worst option) or Rebel to replay a draw card to get to all 30 cards... for whatever that's worth. |
A deflect would be deadly against this. |
where's the FFG clarification of this? so... so.. broken... You need two copies of the facedown card to use this?!? |
Choose one: set this card aside and stack a card from your hand on it facedown, or play the card stacked on another copy of this card for free and discard the set aside copy. So you do 1of 2 things when you play Premonitions: 1) Set this card aside and stack a card from your hand on it facedown OR 2) play the card stacked on another copy of this card for free and discard the set aside copy The rules reference contains some mentions of Premonitions that should help clarify how it is used. |
Guess I will have to start teching in Lying in Wait in my Villain Vehicles deck. LOL |
I've been fishbowling this deck for the last 2 days and I love it, but what are your thoughts on single die Jar Jar and single die Yoda instead of Ezra? It gives you 2 more health and one less die with a discard, but Yoda's special is soooo good for this deck as a free way to switch Launch Bay to ranged or even Jar Jar to discard, and he still has a discard side on him. I might try concentrate in place of Pacify cause as you said it is very underwhelming when you're drawing your deck on turn 1 90% of the time. |
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Been having fun trialling this deck. It can really catch people by surprise, but it can be very flaky against certain decks. Bane/Snoke annihilates me, thanks to quadruple discard (Bane's double discard plus Snoke's ability). Blue melee is painful if they're running CQA for a multiple discard. And hero mill with Cassian and/or Leia. Half decent aggro decks also cause a trouble as Ezra dies turn one, removing a discard die, his power action, Trust Your Instincts and a card from Award Ceremony, making the combo a bit more on the edge. I've tried putting more dice mitigation, but the deck is so tight there's very little that can be swapped out. I think these issues mean this deck is never going to be a major player, but certainly one you need to watch out for and can catch inexperienced or unprepared players unawares. It also utterly destroys battle droids, which is fun. |
Looking back I think you can go all in on the combo, removing the mitigation and swapping out Hidden Agenda for a more usable upgrade to place on Ezra. The thought being that if you win the roll and take your Battlefield, you get the mitigation from Guardian, and if you lose, you can throw the shields on Ezra, forcing your opponent to do 10 damage to turn off those Trust Your Instincts, so having mitigation like Friends in Low Places and Pacify is superfluous. I was thinking Mandalorian Vambraces as 2-pronged approach to make the endgame a little more difficult for mill, as well as allowing you to keep the in-hand card count high for Launch Bay by popping the upgrade back to your hand. I'm also wondering if there's a way to open up 2 slots for 2 Ancient Lightsaber, again to make the endgame miserable for mill, but also to get down early to give you a chance against the huge hand discard decks like Cad/Snoke and Leia/Yoda/Cassian. I've seen C-3PO in other people's lists, and that seems like a great way to go into the 2nd and 3rd turns with a way of resolving Launch Bay for large damage without re-rolling, as well as turning the 2 side on Ezra and the 2 side on the Gungan Warriors into hand discard to push through the Launch Bay die. So my tentative plan would be:
I'd love to fit in the 2x Ancient Lightsaber, and it's possible that the endgame loops are strong enough to drop Premonitions altogether to free up the slots, since you can get 7 resources with your final Long Con/Rebel/Rebel play. That might just be a dumb idea though, and maybe doing something less drastic like removing the Cheat and maybe Ancient Wisdom would work, but that might hurt some of your resiliency. Thanks again for the feedback, and I'd be curious to hear your thoughts! |
Good thoughts. Hadn't thought of adding C-3PO, interesting. Btw, I personally prefer the character lineup Ani/Rose/Gungan/Ezra. More resources, more red hp, same number of discard dice. I agree that you can go all out on the combo and ditch FiLP and Pacify. I play with Investigate. I find it really improves the resilience of the combo, allowing you to draw a Don't Get Cocky or a Award Ceremony to keep it ticking along. And I agree that Hidden Agenda can go. Mandalorian Vambraces are a good shout, though I might play just one. Alternatively you could play a Chance Cube. It's free to play, gives you Ezra's ability, them you can bounce it to your hand on activation. Haven't tested yet though. |
Also like your suggestion of the Investigate for Ancient Wisdom swap - card selection is a lot more important than the +1 card draw, that was a mistake on my part in the initial build. My reasoning for Mandalorian Vambraces over Chance Cube is that Chance Cube only goes back into your hand if you've played it before you activate, so it's not as good if you don't draw it before you play your first Award Ceremony, as all of your characters would be exhausted. You could still use it to play and draw a card with Ezra's power action though, so it might be good enough in the worst case scenario, but above average in the best case. |
Alright guys I found the best card with launch bay besides Salvo. It is Fierce Resolve. Boooooom, game changer. Just don't roll a blank and you're all good guys. |
Good point about vambraces Vs chance cube. |
I need to test more but I find that unless someone has played it before, it's pretty much a guaranteed win. Slow play the first turn, make them think it's a vehicle deck, then once they claim it's over. I think with the different character combo maybe Long Con isn't necessary either. Honestly as fun as Salvo is, I think if you can nuke one big character each turn starting from turn 1, then you're probably OK anyway. |
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Here is the link to my deck if you want to check it out: swdestinydb.com |
I put Respite in. I think Scruffy, and FILP are meta calls. Maybe you only need 1 of them. Perhaps another resource... but depends on how much I end up rolling out. Maybe 1 Tinker is enough. Time will tell I guess. Need to get some testing done. I like having Fierce Resolve and Salvo. No reason you can't pop both, especially with Hidden Agenda. Guarantee a big kill and take a support or non-unique down as well. I prefer consistency over a 1 turn massacre.
Most decks can't do anything if you kill the main character.
The ones that can, like mill or vehicles are often slow enough that you can easily finish them off in the following turns. |
This deck looks super fun, thanks for sharing, congrats on your placement!!! |
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I played a version of this deck at a SC, if anybody wants to see it. swdestinydb.com |
Hey |
I just want you to know. |
I made this. |
The number 1 hottest topic. Your welcome. lol |
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omg this is absolutly beautiful, i didnt know i could fall in love this way. my only question is why that battlefield choice |
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I stumbled across your setup a couple weeks ago in search for a team that could compete but wouldn't break the bank. Wow do I love this deck! Mine is slightly different because I only have one Gungan Warrior -- I'm using Rose in place of the second. Another card I LOVE is R2D2 with this deck. Running R2 and C3PO is a nice couple of supports. I'm also only running one Renewed Purpose, one Fond Memories, and one Ancient Wisdom because I don't have two yet. My biggest issue is that about 50% of the time I can't get my deck rolling until about round three. Sometimes in round one I can't even draw one extra card. Not sure if I'm missing something or if it's just the luck of the draw. I also don't think I've ever actually played Hidden Agenda. Any thoughts regarding that? I'm always making sure to mulligan any card except Award Ceremony, Renewed Purpose and Don't Get Cocky. |
C-3PO is a great addition - not having to hit the damage side on the Launch Bay, or being able to focus one of your other die seems perfect! I like the addition of R2-D2 too - it seems like it would help especially on turn 2 or 3. Hidden Agenda was used to get +1 resource and +1 card, and is really only used to play Salvo. If you play it on Ezra Bridger - Aspiring Jedi, you can use his Power Action to draw a card, and use it to play the Salvo for free. It's definitely something you could cut if it's not being useful for you though. Even something seemingly irrelevant like Hunker Down could work, just because you can play it on Ezra and draw a card, effectively making your deck one card smaller. The second Fond Memories isn't quite as crucial, but is good for looping cards once you've drawn your whole deck. It may actually not be needed though - I'd be curious to see how your testing with only the one has worked out. Regarding not being able to draw cards in Round 1 - what decks have you been testing against? Now that people know about the deck, if they know to either disrupt you or discard cards from your hand, it might be a much tougher game for you than it was for me (I played against mostly damage decks in that tournament). Good luck with your testing, and I'm glad to hear that you like the deck! |
I've seen others adding weapons to this deck in these comments, but honestly, I find I'm basically not even playing the characters. They're just meat-shields while I get my deck ready to pummel. I haven't found a second Fond Memories necessary yet. It's easy enough to pull it out and play a second time if needed. The problem I have with Hidden Agenda is that unless I draw it in round one and play it before the character rolls, it doesn't trigger that round. Here's how my play usually goes:
...so because of that, there's not much use yet for Hidden Agenda. I've been playing against Kylo/Price, Phasma/Fett and some weak Jedi. It's not so much what they do to me as it is that I look down at my hand and I'm just not able to chain until into the third round. Of course, that eliminates the element of surprise a bit. I'm playing a store tournament tomorrow so I'm interested to see how I do against a wide variety. Last tournament I got stomped with my Qui-Gon/Rey deck...the meta has moved beyond that LOL! |
To sum up, my main deck differences are:
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You can never play Fond Memories a second time. Read the text. It gets set aside, not discarded. So you cannot replay with Rebel or grab again with Cheat. I find the second copy is absolutely essential. I often find myself not quite having enough cards in hand, or needing to loop to ready the launch bay a second time and play Concentrate twice to finish off the opponent. You said you're not using Trust Your Instincts as it's only good with Ezra. Are you not playing Ezra? I find the combo can sometimes be right on the edge of failing and the extra draws from this event and Ezra's power action can be clutch. I've played this a bunch of times and get the combo fired off about 80-90% of the time. |
I am playing with Ezra, but I like R2-D2 better (sorry, I think I linked the wrong R2 above). My biggest challenge is just learning the speed to play this deck. I've had a few times now where I've run out of cards and lose by default. This is, of course, entirely my fault for burning through cards too quickly to get resources, etc, without hitting with the combo. Wow, getting that combo fired off 80-90% of the time is amazing! You've given me something to shoot for. I'd love to hear any tips you might have learned in real practice. |
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So here are my results from yesterday's tournament: Game 1: Obiwan & Maz - Lost by round 4 - Cards just didn't come in the right order at all. No way I should have lost this one. Game 2: 5 Battle Droids - Won in round 1 - Hit all 5 droids with 8 damage at once using Salvo, game ended. Jaws dropped all around. Game 3: Moz and Finn - Lost in round 4 - Was a close one. Game 4: Snoke and someone - Lost in round 2 - Ran out of cards and this opponent had seen me play the battle droids and therefore took tactics to fight back. A few changes I'm making--based on Overall, I wasn't pleased with the results, BUT I also went in knowing I didn't have all the right cards. Plus, this deck takes a bit of practice to learn how it plays. If you discard cards at the wrong time, you can find yourself out of plays or damage. My biggest challenge is getting a decent starting hand and then still having enough cards in my hand by the time I shoot off the combo that it hits hard. |
I’m very confused by this deck lol. How do you win turn one?