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Guns. Lots of Guns.


  • Eduncinata, curi, Usual21 and 2 others like this


10 Comments

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KennedyHawk
Dec 13 2016 04:22 PM

I recommend dropping a few cards and considering a few new ones.

 

I think in this deck Go for the Kill is a definite 2 of. Ignore your opponents shields and literally go for the kill.

 

I'd drop Armed to the Teeth, you only have 2 yellow upgrades to discard which makes it very situational.

 

I'd drop both copies of Infinity Grenades and add two copies of Commanding Presence. With the shear number of red upgrades you have commanding presence can be much more useful than the grenades. Getting this out will also force your opponent to focus a bit more on Veers which should take some pressure off of Jango who's sure to be an early target.

 

Finally since all of your damage is ranged I wouldn't bother with All-in, at least reduce this to a 1 of and add a First Order Tie-Fighter. Make Veers ability somewhat useful and in combination with commanding presence you can get that Tie to pew pew for 5!

 

Currently I like your battlefield suggestion but if you find it not getting used or hurting you versus blue decks consider separatist base. With your set up you are most likely running aggro, trying to kill things fast. That unblockable damage from separatist base can go a long way after just 2-3 claims.

 

Suggestions TLDR:

 

-1 Armed to the Teeth

-2 All In

-2 Infinity Grenades

 

+1 Go For the Kill

+2 Commanding Presence

+2 First Order Tie Fighter

    • Foz likes this

I'd drop Armed to the Teeth, you only have 2 yellow upgrades to discard which makes it very situational.

Armed to the Teeth can discard any upgrade for damage, not just yellow ones. They just have to be off a Yellow Char.

 

You are thinking of "Fight Dirty" I think, where you have to remove yellow dice.

    • KennedyHawk and Foz like this

I agree All In is questionable here.  Many of the rounds you wouldn't need it.

Infantry Grenades is an odd slot.  It was the next best thing with ranged sides, and sort of tech against 3+ teams, the special is a big bomb in those matches.  I considered Flamethrower and Thermal Detonator, but the former adds melee sides that slow your turns down, while the latter has other sides you'd never want.  Definitely not satisfied with Grenades though.  I might just make it On the Hunt instead which troubleshoots shields and can remove dice.  It appears more solid, and for only 1 resource at that.

Go for the Kill might work out.  I haven't had much chance to try it - the deck does a lot of damage so often you just run over the shields and don't notice much.

Commanding Presence was in a previous version of the deck.  It didn't work as well as I hoped.  Mostly I think it's because it lengthens your turns.  It gives you no ranged sides so while it can be used to do damage by special or focus, it basically guarantees you have to take an extra action each turn to use it.  So it's not so much that it isn't good, I just don't feel it does what the deck wants to do.  3 cost is also a hard pill to swallow in a deck that is so greedy.

First Order Tie Fighter is in that camp too.  You have to use an action to roll it, and if you use Veers to turn it that's another action.  It could be worth it though.

My current thought is:

-2 All In
-2 Infantry Grenades

+1 Go for the Kill
+2 On the Hunt
+1 Something

Disarm might be the right call for that slot.  I might even end up wanting two since shooting a weapon / equipment also kills its die.

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KennedyHawk
Dec 13 2016 09:57 PM

Armed to the Teeth can discard any upgrade for damage, not just yellow ones. They just have to be off a Yellow Char.

 

You are thinking of "Fight Dirty" I think, where you have to remove yellow dice.

 

Yup correct. I'm bad at reading ;)

I bothered logging in simply to comment and rate this deck : )

I'm surprised not more people have been running the Jango/Veers pairing.

I have a deck that is almost identical (-2 All In, -2 Leadership, -1 Go for the Kill, +2 Unpredictable, +2 Probe, +1 On the Hunt) and it's proven extremely effective so far.

In fact, it's the deck I use to test all my other decks to see how they measure up against pure aggro.

 

I've considered Go for the Kill but personally don't really like it since it's only useful if there is a character that is within 2 HPs of dying AND it has 1 or more shields on it (since none of your non-modifier dice feature more than 2 ranged damage).

 

I also run Frozen Wastes over Armory because I feel having defensive options helps you stay alive longer so that you can keep bursting down characters (because the deck pretty much falls flat once Jango dies), and I rarely have any spare resources at the end of my turn (you need at least 1 because all your upgrades cost 2 or more, save for the blaster pistol). That's also why I run Probe; you can often squeeze in one and still claim and it wrecks control decks' plans.

 

I don't run any supports aside from Backup Muscle either, because I found them to be much too slow (and trading one of Veers' dice for roughly the same amount of damage from a Speeder Bike or a TIE fighter didn't really feel worth it).

 

All in all, really good deck. Let me know if you make any changes to it and how it's worked out for you!

    • KennedyHawk and Foz like this

You're probably on to something bringing in more 0-cost events.  I'm torn on Probe though.  It seems good on paper, but in practice I never seem to get two cards... and how much does discard really hurt you in a game where you redraw to 5 every round?  It has the benefit of being something you can do when you're poor though, which is pretty much always.  Unpredictable is never a "wow" card, but seems pretty great for being free.

 

Leadership might be too cute.  It sometimes does crazy things, like your opponent activates, you activate Jango w/ his power, play Tactical Mastery, use 1 action to resolve Jango's damage, the 2nd to ready him again with Leadership.  It's risky to make that work though, because getting value means stacking all your things on Jango.  I'm inclined to do that anyway because I value his surprise damage aspect.  You could stack Veers up with the upgrades to make Jango less of a target, but it makes more of your damage susceptible to dice control which IMO is not worth it.

I'm going to run the deck with 2x Go for the Kill this week; it's just too difficult to gauge its situational usefulness without just getting it in there.  Shields are pretty prevalent in my meta, so I expect to at least sometimes find it useful.

I will try Frozen Wastes too; I've been feeling a lack of dice control, and "for free end your round with dice control" fits the bill.  Often a huge damage roll depends on one black side on a character die, so I can already see the potential.

    • Foz likes this
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KennedyHawk
Dec 14 2016 08:11 PM

I played around with this deck quite a bit last night and I loved it. Super fun to play. I like Phaustus's idea of Frozen Wastes, you will be claiming quite often so eliminating a die for free sounds like a great deal.

    • Foz likes this

12/15 v2: -1 Imperial Armory, -2 All In, -1 Go for the Kill, -2 Infantry Grenades. +1 Frozen Wastes, +1 Disarm, +2 On the Hunt, +2 Unpredictable. All In was not needed. Go for the Kill is a very narrow answer to shields; I feel On the Hunt will do that job, only better. Infantry Grenades felt really undependable. Frozen Wastes is definitely proving more useful than Armory was. Disarm is primarily going to be for dice removal, but removing that die forever is a nice added benefit. Unpredictable is more of what the deck needs - things to do for free.

 

Watch List: Leadership, Tactical Mastery. It's hard to squeeze out resources to play events, and these things don't manipulate dice either which is something I have frequently wished for more of in this deck. I'm looking to include cheap things or more dice removal. Probe is a likely replacement here, as is The Best Defense. I tried Best Defense in some games last night, and it felt like a monster. Several times it wrecked an opponent's roll that would threaten or kill Jango, making it into 3 damage on Veers instead.

Version 3 feels solid.  I might be done tinkering with it until we have new cards to test.  At this point most of the cards are ones I'm always happy to see, and the few situational cards that are left really shine when their moment comes.

    • GoldLead3r likes this
Great job building this deck. I played a deck based on yours and it worked very well.