eMauler-eBeckett TIE Fighters

Kartenziehsimulation
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Abgeleitet von
Nicht abgeleitet. Das ist ein selbst gemachtes Deck.
Inspiration für
eMauler-eBeckett TIE Fighters 16 13 7 3.0

Dice of Failure 822

The idea with this deck is simple: Trilogy (Except Weapons Factory Alpha) TIE Fighters.

When trying to design an X-Wing or TIE Fighter deck, there's two questions you have to answer:

  1. How to you get them in your hand?

  2. How do you pay for them when you do?

You have to answer these two questions to make any X-Wing or TIE Fighter deck work. With X-Wings, I have no idea.

TIE Fighters answer #1 by themselves - they Tutor for each other. Great!

As for #2, the answer in a Trilogy Format (and future standard), is Beckett.

The original idea with this deck was to run Arihnda Pryce - Unscrupulous Governor/Beckett and Double Down with 5 TIE Fighters and three Well-Connected, almost guaranteeing that you get a TIE Fighter in your opening hand, and special chain with Arihnda/Beckett to get the resources to pay for them, essentially making Arihnda/Beckett the trilogy-legal Snoke/Thrawn. I still think this is a good idea.

But, then I came across Armored Reinforcement, the 3-cost plot that makes everything better. That's when I swapped in Mauler, which will also give this deck an edge in a very vehicle-heavy meta.

Now you don't even need a TIE Fighter in your starting hand. Even without your battlefield, you're guaranteed (save for early disrupts) to play AT LEAST two TIE Fighters turn one. That's combing Armored Reinforcement with Beckett's Power action. If you should get something like a Well-Connected or a Testing Procedure, or starting with your Battlefield, and you can probably play all four TIE Fighters round one.

Then from there ... profit?

The events here make sense:

6 removal, all zero cost (need to save money for fighters)

4 mass activation, which normally isn't good because it's only useful late-game, but now it's useful round 1 or 2.

4 TIE Fighter Abuse - turning dice to sides of your choice or massively buffing your dice resolves.

2 Well-Connected for extra resources.

Vehicles are pretty standard. T-16 Skyhopper I'm not sure about, but I like the consistency of being able to tutor for cards.

Grievous' Wheel Bike is in there for Mod Abuse. It's currently the only Villian re-ready in Trilogy to abuse mods.

Black Two and Ark Angel are self-explanatory, and Firespray is just gravy.

Let me know what you think!

13 Kommentare

KyloSpren 204

Awesome! I can't wait to hear how it performs. I bet your friends are worried to play you!

RebelTraitor 259

If you're playing skyhopper you need mods that nake it good like laser cannon or systems gauge

DarthCurious 1

Thoughts on Triple Laser Turret vs. Arc Caster?

Dice of Failure 822

The idea with skyhopper was to get a reliable use of triple laser turret, which is good even by itself, I haven't tested it yet, but I suspect I'll be pulling it out.

As for Arc Caster, I'm sure probably going to work those in, but I really like the four damage sides from TLT. And while the dice reroll is nice for Arc Caster, the activate won't always be necessary as I have a lot of multiple activation cards.

But, as I said, I'm looking to work in both.

DarthCurious 1

Awesome -- I love the deck. Just building it now. Only other thought it that Imperial Academy may be crazy strong -- a free re-roll for 6+ support dice... Wild.

Dice of Failure 822

That's true. I think the only BF I'm willing to break Trilogy Format for is Weapons Factory Alpha, though.

If I wanted to make it true Trilogy, I would play Landing Dock - Scipio. That gives me one reroll each turn, which is nice, and I can use it to snipe the battlefield after it's been claimed.

Caniac 174

Why deployment over deploy squadron?

MlatikiLord 87

I really like this deck, I am just concered about heavy aggro decks (Darth Vader - Terror To Behold). By using becket power action they can play Darth Vader's Lightsaber) and pretty much kill one of your chars in turn 1. 20 total hp seems low for vehicle deck. But if meta goes heavy on vehicles this would be my go to deck.

Dice of Failure 822

I'm with you. I'm very worried about only having 20 health, and I'm testing against a Vader Deck now, so we'll see.

I will also be more judicious about using his power action. Only when I need to, only after they've used resources, etcetera.

We'll see.

jacksquach 21

I have found that Wullf Yularen - ISB Colonel can be a good pairing for Beckett with Double Down. Mauler allows for Armored Reinforcement which may just make him a better choice though.

Wullf's Power Action works very well with Beckett's Power Action because you know exactly when to use it, and when to wait because you know every single card in their hand (unless they have Aphra or another draw mechanic). Wullf also allows for some nice hand control, and focusing into damage, or early in the game focusing to Beckett specials for a great ramp.

Double Down allows for 5 TIE Fighter's which is very good. You almost get one every time in your opening draw. Then Attack Formation becomes really scary, as does In Tandem.

Looks like a start of a really nice deck, good luck testing!

Dice of Failure 822

OK. I took out the Skyhopper. I only used it once in my first game. I swapped in an Arc Caster, and I've used that to pretty decent effect a few timeshare - the instant activation and die reroll isn't bad at all.

My testing against Vader was rough. I came decently close both times, but he has too much mitigation/defense/recovery (force illusions, high-speed cards, etcetera).

Health remains an issue. 20 is really rough. I can either start with my battlefield and go faster (3-4 TIE Fighters turn one), or I can sacrifice that speed for two more health. I'm not sure what's right there. Could benefit from some heal or shield cards, but I'm not sure what/where to put them.

Against a decent mill deck, I won 2/3, but it was close.

I've only tested against one other vehicle deck, and it wasn't anywhere close to top tier, but I still beat it pretty handily. Mauler is a force to be reckoned with and being able to remove the +2 sides of TIE Fighters or the +3 of the firespray is hot.

I have also been testing it with Deploy Squadron in place of Deployment, and it's night and day. It's going to be rough when Squadron rotates out, because paying the resource makes a big difference.

Will keep you all posted. If anyone has the secret to solve my low health problem while keeping the speed and tenacity of the deck so far, I'm all ears. My suspicion is that will be the price I pay for 3-point plot.

GregtheBiz 391

Why not try a Tech Team or 2 with all of the vehicles? That'll alleviate some of the cost after round 1.

General Grievous' Wheel Bike just doesnt fit in this deck. It only has 2 sides that you want to see and at 3-cost, thats a waste. A reset to re-roll a Triple Laser Turret costs you a grand total of 6 resources.

Dice of Failure 822

@dustin13862 I agree completely on the wheel bike. Check out version 2.0 (the small drop-down menu to the right of the title). I've made a lot of changes and that's one of them.