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Tournament Scum

Scum and Villainy Tournament Quality
  • Wbfreak54 and mechoshira like this

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Objective Set Type

Total Objective Sets: 0
    The ability to bounce your units back to your hand often keeps them out of lock down situations and the Jundland Wastes keeps powerful enemy characters from acting more than one time.
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    5 Comments

    I played a few games with this deck against the han/luke/chewie/falcon/ guardians last night. I found that if I missed judland wastes in the opening objectives and missed the headhunters, my opponent was able to build up his board and eventually break through. What has been your strategy against this smuggler/jedi build?
    How can it win vs a full speeder deck?
    At least in 7 out of 10 times, it can't.
    Jundland Wastes benefits your opponent (if he's playing Jedi affiliation, which insn't rare due to pilot Luke, you might think he's playing the all too popular superfriends), Attack Pattern Delta can grow an impossible to exhaust army and Hoth Ops will drain your hand too fast to consistently use the edge-enabled tactics to control the board.
    I've been trying to find an effective use for Jundland Wastes for a while... It just seems that there are just too many vehicles out there that hold there own against it... Uggggghhhhh...
    Digital Culture, did you play any vehicle heavy decks when this went undefeated according to your teaser line? I would think this build would have struggled mightily against 3 different builds I can think of that I run. That said, the Jedi/Smugglers 1-2 character power builds would easily be locked down by this setup if they weren't careful. If you only faced those and drew Jundland, I see how this won.

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