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Jango / Veers
Submitted by
R2D2fan
, Feb 01 2017 05:31 PM | Last updated Feb 01 2017 05:31 PM
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Aggro Tournament Quality
My take on a heavy hitting ranged deck!!!
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Total Cards: 0
To start get at least 1 weapon upgrade on both Veers and Jango (preferably a DH-17 and Holdout Blaster, respectively) to increase your chances of a good ranged attack. This should be followed by a Commanding Presence (to help turn blanks into something useful, like more RD) and a second weapon for Jango, the F-11D(and remember it has redeploy ). If a Backup Muscle is available, get it out, but use only as necessary (It has helped me in the late game stages to get those final 1-2 points of damage, especially against character with 2-3 shields. Dug In will help in the early-mid game stages to get shields on Jango for those opponents who focus solely on him, so try and claim the battlefield on the 2nd or 3rd turn, which will lower the cost of the Jetpack / Flamethrower or IQA-11 Blaster Rifle , to bring either of them into play, especially as the last upgrade for Jango. Unpredictable, Electroshock, and He Doesn't Like are best played when the opportunity arises. Tactical Mastery should be used in conjunction with Leadership to limit what your opponent can defend against.
I tried a similar deck and in the end replaced commanding precence for someting else. I felt the cost 3 slowed down the deck, as it needed fast upgrades with at least 3 damage (or damaging special) sides. Also, is the flamethrower worth since it has no ranged damage side? It would slow down the deck further so it's not very sinergistic with Jango and Infamous.
Have you tried on the hunt? I found it very useful against decks heavy on shields, or for those games your opponent starts with 2 free shields. Plus, in case you have resources to spare, the extra control of removing a die is a good addition.
What would you say is the best event/upgrade ratio to max the use of the 5 cards you draw each turn? Say, what would be your ideal starting hand?
1 Comments
I tried a similar deck and in the end replaced commanding precence for someting else. I felt the cost 3 slowed down the deck, as it needed fast upgrades with at least 3 damage (or damaging special) sides. Also, is the flamethrower worth since it has no ranged damage side? It would slow down the deck further so it's not very sinergistic with Jango and Infamous.
Have you tried on the hunt? I found it very useful against decks heavy on shields, or for those games your opponent starts with 2 free shields. Plus, in case you have resources to spare, the extra control of removing a die is a good addition.
What would you say is the best event/upgrade ratio to max the use of the 5 cards you draw each turn? Say, what would be your ideal starting hand?