General Value 2.0

Kartenziehsimulation
Chancen: 0% – 0% mehr
Abgeleitet von
Nicht abgeleitet. Das ist ein selbst gemachtes Deck.
Inspiration für
Noch keine.

Bigulf 821

Look 2 posts down for Chris Markham’s comments and thoughts on the deck.

Full credit of this deck design goes to Chris Markham who was the originator of General Value back in Awakenings/SoR meta. Chris has sense retired from Destiny and I convinced him to come out and play in the Phoenix Force Championship. He came up with the original deck design and together we narrowed it down to the final 30 cards. We knew going into the tourney that Mill would be an issue but we would be competitive against the rest of the known meta.

Round 1 vs Phasma/Messenger (W, 1-0) Kept opponent off of resources early game and applied consistent pressure to Phasma. Killed Phasma early turn 3 and Messenger shortly after.

Round 2 vs Padme/Maz (W, 2-0) Overran my opponent with supports able to kill Padme early leaving him no way to chew through the rest of my HPs.

Round 3 vs Yoda/Leia (L, 2-1) Going in I knew this was going to be a hard win, my opponent was very skilled and finished top 4 in the tourney. I wasn't able to get the supports out fast enough and apply the necessary pressure and my opponent made quick work of my deck.

Round 4 vs Iden/Tobias (W. 3-1) This game was text book for this deck. I got quick supports out and kept my opponent off balance using my re-roll cards. My substantial health poop was too much for my opponent to overcome.

Round 5 vs Vader/Driod (L, 3-2) Turn 1 opponent resolved a $4m Fear and Dead Men for 16 damage. Was too much of a hole to come back from. Probably have to hard mulligan for Probe and/or Inferno Squad ID10 Seeker Droid to try and get Fear and Dead Men out of my opponent's hand.

This deck is good, not T1 good but competitive with a majority of the meta. If you want to play the deck, know the deck well and your outs when activating Messengers. Utilize Crystal Ball to plan on further activations of Messengers. Lots of focus in the deck, Messengers may only have 1 damage side, but it is really easy with all the focus in the deck to resolve the 2 melee consistently.

6 Kommentare

TheReaper91 14

I was the final round match-up and I felt disrespectful pulling off that Fear and Dead Men. It was a well played match and you are 100% right, it was just too much of a hole to come back from. If that hadn’t happened it would have been a whole different ballgame.

CBMarkham 371

Bigulf is my longtime friend and teammate, and I appreciate that he went out of his way to post this deck up in a tournament report, where the results weren't especially stellar or worth reporting (3-2, ho hum), and then just did a recap of the day rather than explaining the deck. Also that he described the primary health pool advantage as "health poop". Nice work, bud. You're our MVP.

The original General Value deck was built around the concept of analyzing every card in SW:Destiny (there was one set, it wasn't that hard) and then playing all 3 colors so that we could strategically use the cards that yielded the most value for the cost. Hunker Down, Bala-Tik, Promotion, Deflect, etc. When Bob invited me to this tournament I reviewed the existing cards for Star Wars Destiny and realized, to my horror, that this was now MUCH harder to do, because the designers went and balanced the game. There are far, far fewer downright 'broken' cards than there were in the first two sets. Made deck building more difficult for me.

After a couple days of analysis I decided the place where I could extract the most bonus value was in the initial character selection. There are plenty of good character pairings for 30 points that have 4 or 5 strong dice, maybe a decent plot, respectable heath pool, character tricks, etc., but I didn't see anything in terms of starting characters that offered the same value as 33 points of health and 2-3 free card draws per turn. It seemed like a strong choice.

The deceptive part about this deck is that the first time you look at it, it seems like your character dice are downright "bad". Like you can't make them deal damage, because there are so few damage sides. The important part though, is that the dice do have the sides you need (just not lots of them) and that you can control them easily. The deck runs 5 upgrades that have two 1-focus sides. It's easy to start the game with one of these, and then with 2 to 3 re-rolls per turn, very easy to force them onto a 1-focus side, which switches Grievous to his 2-focus side, which fixes all your character dice for the turn. It's much, much more consistent than you might think. Grievous also lets you re-roll your blue boys for free, once per turn. Not bad.

The idea is that you want to milk the value out of you extra health pool and the 2-3 free cards per turn. The deck was built in such a way that if you're careful, you won't get stuck with a card that you can't utilize on top of your deck (most of the time). It's nice to activate the first Messenger, spot a Dark Counsel on top and play it onto a 2nd Messenger for 1$, and then save the Crystal Ball in your hand and use it for re-rolls, or just play it later in the turn. Generally, you want to have at least 1$ in available in your pool before you activate a Messenger for this reason.

You want to mulligan for maybe 1 of your 1-cost upgrades (ship the rest), Tech Teams, and Fickle Mercenaries (which are too good for the cost). Early game, you want to build up your board with support cards and activate Messengers and hit 0 cost Events for the free value that comes with fiddling with your opponents dice. Doubt and Hidden Motive and Forsaken are obviously fun, and Nature's Charm and Stronger will let you re-roll your own dice as a free re-roll if you hit them.

It's great to activate 3 Messengers per turn, and then hit an Emulate with the first one to automatically set that die on the 2 damage side, and then hit a free Probe on the second activation. Such value. Much wow. All this while your opponent realistically has to chew through at LEAST 35 HP per game (you're going to hit at least 1 modular frame, minimum, and it will net you at least 2HP if you're playing right). In the late game you use your $ to activate the money sides of Stap Droids, Snipers and Fickle Mercs if you happen to land on the 3 damage sides, since buying dice becomes inefficient at the point, and your events are all free.

It's a simple, straight forward deck, but it should give you an edge against every other damage deck out there. Bigulf said it's not Tier 1 but....I'm not so sure that's true. I didn't do much practice, and Mill is a hard matchup, but I'm not sure it's unwinnable. The deck did do its job effectively against 3 out of the 4 other damage decks I played against, but sometimes Vader hits you with a Fear and Dead Men for 16, and ‘them's the brakes’, I guess. I also got smacked with Battlefield damage for about 10 points that game, so while it was a very good opponent and he did give me quite a spanking, I wouldn't expect my opponent to be able to pull it off in every game. It's not worth discounting the entire deck for the possibility of that scenario occurring, I guess is what I'm saying.

Anyway, test it out, report your findings, have fun, and thanks for reading. Good times.

Bigulf 821

For anyone who has played against this deck I stand by my “health poop” comment. P.S. enjoy your retirement until NEXT TIME!

General Vatutin 26

Interesting...very interesting! Good job.

Clutterbuck 1

Have you all given thought to how the deck might be changed to improve the match vs. Mill?

General Vatutin 26

@ClutterbuckThis very much appears to be an unfortunate case of Rock Paper Scissors. It just loses to scissors and that is the deal. The card selection is fairly set from what I see based on the goals. If you monkey with the aim of the cards, you make yourself weaker against aggro, contro, and supports, etc. However, I could be wrong ...that is my hot take.