Category Archives: Deck tech

Gisharth’s Army

Welcome to the start of a long and laborious series of posts where I work through building my process (based on the template suggested by The Command Zone, with input from The Prof at Tolarian Community College).

My Commander is…


Considering the title of this blog post, is it really a surprise? So I am running a three colour mana deck. As the rather crude image at the start of this post says, this will be a dinosaur tribal deck. I think it has to be to make use of Gishath’s ability.

Here is The Prof with a short information film about how to choose the right commander.

Obviously I have followed The Prof’s most important rule when selecting a Commander to play with:
I want to play dinosaurs, I want a big fun dinosaur commander. Who in their right mind doesn’t want to play dinosaurs right now? Nope pirates are not even close, so don’t go there. Just for the record in the current set Ixalan, it’s dinosaurs, merfolk, then vampires, and finally the over rated pirates. Why do I hate pirates? Those awful (and that’s the most positive word I can think about them) movies in the Pirates of the Caribbean series.

Unlucky for me I don’t seem tick some of the other factors that he hints we might like to consider.

Gishath is not a cheap commander to cast, at a converted mana cost (cmc) of 8. Which means I am breaking his following advice:

But considering this is the only dinosaur commander, then I have no choice but to accept that I won’t be getting Gishath out on to the battlefield early.

I do know that being red, green and white I have ticked one of The Prof’s recommendations.

Having access to those three colours of mana means I can use, or at least have access to all the dinosaurs that are in Ixalan. Which is what I want in a tribal deck (I think).

I’m not sure in what universe Gishath would not be considered an immediate threat when it enters the battlefield. Gishath has trample, vigilance and haste. Plus when it does damage to another player you draw cards and get to put into play any dinosaurs drawn! So I kind of break the following rule from the Prof.

I have to consider the following questions that The Prof raises:

  • is my commander my win condition?
  • does my commander enhance the existing synergy of my cards?
  • is my commander a tool that strengthens my position in the game?

That first point is important, The Prof says that your commander shouldn’t be your win condition because your commander will always be a target and get removed. He recommends you have multiple win conditions, and that you are able to win without your commander. The Prof suggestions a commander that enhances an existing synergy within the deck is the stronger route to go. Considering I haven’t built the rest of the deck yet it’s a hard one to say whether Gishath will do that or not. But it’s something I will need to consider when looking at cards.

In my next post in this limited series I will start looking at constructing my commander deck, starting with my mana base for the deck.

My Commander Deckbuilding Homework

I’ve already pondered on here about the Commander I want to build a deck around.

But I’ve not build a Commander deck before. So this process will be documented on this blog in a series of posts (yes I’m going to bore you with more MtG posts, if you haven’t been bored enough with them already).

However there are some useful videos on building a Commander deck on line.

The first is from The Command Zone podcast. It gives a template to use as the basis for your own deckbuilding process. I’ll be using this template for the basis of building my first deck.

It’s definitely worth looking at the links in the description of the video. There is a lot of useful stuff there, plus a link to a list of essential cards for Commander decks.
They mention another channel that I enjoy Tolarian Community College. I like his style, light humour and honesty. In fact I think his “is such and such value for money” influenced my posts. I’ll say influenced because they are posts and not videos. But you could easily say copied as well, and I wouldn’t disagree.

Here is a video by The Prof about building a three colour mana base in Commander. Which is what I am going to have to do for my first Commander deck.
You can find a whole playlist of The Prof’s videos about Commander basics HERE.

While I am talking Commander, we have a Commander session planned for the 21st October at Fenrock for anyone (locally really) interested in playing. It’s free to attend, you just need to bring a Commander deck with you, which could be one you have built yourself or a precon. I know I will be using a 2017 precon myself if I haven’t finished building my first deck. You can find more details in the events section of the Fenland Gamers Facebook page.

FuNkar 2.0

Welcome to my latest deck list for Star Wars: Destiny and a new post graphic.

As regular readers of this badly written blog will know I had an initial version of this list, a 1.0 if you will, that I never put online. However a friend Chris Shaner (game designer, and Star Realms legend) very kindly shared a FuNkar list he was playing, and having a lot of success with. When I compared my list with Chris’s there was some common ground. I’d say around 70% or so was the same.

So what you have here is 90-95% of the list that was shared with me. The differences are down to me not having the cards, or in the case of the battlefield, me forgetting to make a note of the one on Chris’s list. So I’ve put an asterisk next to where I differ.


Battlefield: Starship Graveyard *

Events

  • Electroshock (1 cost, Neutral/Yellow) x 2
  • Flank (1 cost,Neutral/Gray) x 2
  • Friends in Low Places (0 cost,Neutral/Yellow) x 2
  • He Doesn’t Like You (0 cost,Villain/Yellow) x 2
  • One-Quarter Portion (1 cost,Villain/Yellow) x 1
  • The Best Defense… (1 cost,Villain/Red) x 2

Upgrades

  • DT-29 Heavy Blaster Pistol (2 cost, Villain/Red) x 2 *
  • Flame Thrower (2 cost,Villain/Yellow) x 2
  • Gaffi Stick (2 cost,Villain/Yellow) x 2
  • Holdout Blaster (2 cost,Neutral/Gray) x 1 *
  • Rocket Launcher (3 cost,Neutral/Red) x 1
  • Vibroknife (2 cost,Neutral/Gray) x 2
  • Vibroknucklers (3 cost,Villain/Yellow) x 2
  • Z6 Riot Control Baton (3 cost,Villain/Red) x 1 *

Supports

  • Backup Muscle (1 cost,Villain/Yellow) x 2
  • Imperial Inspection (0 cost,Villain/Red) x 2
  • Salvage Stand (0 cost,Villain/Yellow) x 2

My thinking behind the deck

Well I think this section of the post is defunct for me this time. It’s Chris’s deck.

Although as always I went with this deck because I had heard that FunKar was a good deck. Which is something that often influences my choice of Heroes/Villains. Some-one will say online somewhere that such and such is a good pairing. I make a mental note, often there isn’t any talk about cards in the deck, which is what I like. It allows me to make a deck around how I think the characters work together, based on the cards I have in my collection at that point in time.

How I Play This Deck

I’m looking for one or two of the two cost weapon upgrades naturally in my starting hand, along with maybe Imperial Inspection or Salvage Stand, plus a die removal card.

Ideally I want those supports out early so that they can start working in conjunction with Unkar and his die. Unkar and these support with their control really do provide a big thorn in the side for the other player. On top of that it’s really all about using FN and his ability to do as much damage as possible. Getting FN up to two, ideally three weapon upgrades and using his ability is key here. As is making sure that there are weapons on him with redeploy before he gets knocked out. Usually when I know FN is going down I load him up with those redeploy weapons and hold off exhausting the other characters. So usually my first action of that turn is exhaust FN, which forces the other player to take out FN. Any damage I can get out before FN goes is a bonus.

If possible I use the First Order Stormtrooper (FOS) to take any damage that would go to FN otherwise. By this I mean when I get to decide how the damage is allocated then it’s the FOS before FN.

How’d the deck do?

I played this against Dale’s eRey/Maz/Snap and out of four games, won 3, lost 1. Taken from a previous post on the match up…

” I was playing FN-2199 much better than the previous time I played this deck. The two supports Imperial Inspection and Salvage Stand made a huge once I started using them. I had singles before and never played them! The new deck plays 2 of each, and having them out and in play made a big difference. Stripping resources, sending upgrades back into hand. The other tweaks had an impact too“.

Where next?

I may not change the list. Considering that I differ on so few cards.

eHan/eRey 1.0

It’s a couple of weeks after the latest FFG rules update with its clarifications and errata (which hurt my mono hero mill deck with its ammo belt errata – so I will have to update that deck to a version 3). I’ve been building my initial version of a Han/Rey deck. Which as this post would suggest I’m happy enough with to suffer the slings and arrows of constructive feedback from the Destiny community. Which I really do enjoy receiving as it helps me build stronger decks.

Please remember I do not have a complete set of cards and dice. I’m hoping to correct that soon.

Battlefield: Rebel War Room (Yavin IV)

Events

  • “Fair” Trade (0 cost, Neutral/Yellow) x 1
  • Cheat (1 cost, Neutral/Yellow) x 2
  • Electroshock (1 cost, Neutral/Yellow) x 2
  • Friends in Low Places (0 cost, Neutral/Yellow) x 2
  • Hold On! (0 cost, Hero/Yellow) x 2
  • Loth-Cat and Mouse (0 cost, Hero/Yellow) x 2
  • Rejuvenate (0 cost, Neutral/Blue) x 2

Support

  • Improvisation (0 cost, Neutral/Yellow) x 2
  • Infamous (1 cost, Neutral/Yellow) x 1
  • Your Eyes Can Deceive You (1 cost, Hero/Blue) x 1

Upgrade

  • DL-44 Heavy Blaster Pistol (3 cost, Hero/Yellow) x 1
  • Fast Hands (0 cost, Neutral/Yellow) x 2
  • Force Illusion (1 cost, Neutral/Blue) x 2
  • Holdout Blaster (2 cost, Neutral/Gray) x 1
  • Jetpack (2 cost, Neutral/Yellow) x 1
  • Lone Operative (3 cost, Hero/Yellow) x 2
  • Makashi Training (2 cost, Neutral/Blue) x 1
  • Maz’s Goggles (1 cost, Hero/Yellow) x 1
  • Vibroknife (2 cost, Neutral/Gray) x 2

I’m a sucker for graphs! This is the analysis that the app I use gives me for this deck.

    The app I use on my iPhone is SWD Trades. 

    My thinking behind the deck

    This is all about action cheating with Reys ability and ambush, and keeping Han alive with the shields he gets from playing cards with ambush. To a lesser extent I’m getting some “action” cheating also on Han with fast hands.

    Installing an upgrade with ambush on Rey gives two additional actions plus a shield on Han.

    Rey is the big hitter here, and with the vibroknife installed deadly. Add in the Makashi Training upgrade with its plus damage, get the right roll there is potentially seven unblockable damage swinging in. Hopefully all before the other player has a chance to respond.

    How I Play This Deck

    I’m looking for vibroknife/holdout blaster, along with fast hands and some dice removal in my initial hand. This will allow me to start action cheating straight away and put shields on Han through his ability. 

    If I don’t win the battlefield initially my two shields go on Rey usually. Han will be getting shields with my first play anyway. Unless I get a hold on in my initial hand then I put them on Han for the giggles. They will end up on Rey anyway on my first turn. 

    My first play is usually an upgrade on Rey, ideally with ambush so Han gets the shield. If fast hands is in my hand that gets installed on Han, then I roll him in and resolve one of his dice.

    I’m not using Second Chance but Force Illusion is my keep Rey alive a bit longer card.

    I’m also playing upgrades over top of each other so I don’t need as many resources to get them out and I’m getting the action cheating. Although I don’t do this with the vibroknife.

    How’d it do?

    Remember my local meta is Dale. I think I’m 50/50 against his ePoe/eMaz deck. But my wins have been when the starting hand was good for me, and my dice rolling was good. 

    I think I have the edge over his (I want to say) Unkar deck. But I can’t remember which one it was. I must start recording which decks of his I play against.

    Dale tends to target Rey first so I’m trying to do as much damage with Rey before she is killed off in our games. 

    Where next?

    Naturally I need second copies of the blasters. I also think Second Chance might be worth looking at. 

    I might change the battlefield. But I do like the idea of claiming and doing a parting shot with a die I didn’t have the resource for.

    Mono Mill Feedback

    I have to admit I almost feel that my Star Wars: Destiny deck posts are like link bait. I do post them on a couple  of Star Wars: Destiny fan pages on Facebook to get feedback. And gradually they have been getting more interest. Yesterday for this small niche blog was crazy. But those types of post are there to help me (provide a record of what I am working on, and get feedback) and to share with the community.

    But I’ve been getting some great feedback/suggestions on how to improve the mill deck. There has been no nasty comments. And I think that is indicative of my experience on those pages. The Star Wars: Destiny community does seem to be very supportive, and helpful.

    I’m going to warn you this is a long post.

    So from the two groups I present the feedback I got for my Padme/eJyn Mono Mill Deck 2.5. I hope folks find me bringing all this feedback into one place helpful. This post is also acting like notes for me also. So I will be referring to this post a lot when I build the 3.0 version of this deck.

    Joe Lewis on the Star Wars: Destiny page said

    Way different than my list

    I cut Asscension Gun very early for Hyperspace Jump. You need your Battlefield so having a card that allows you to have that when you don’t get it and to be able to get out of sticky situations is incredibly important.

    I cut Cunning for Maz’s Goggles which is just a better card for what you are trying to do.

    Having all of the random die removal is strange to me. We have Negotiate and Electroshock

    Joe then posted this photo of his deck for me.

    A discussion mainly between Sam A. Cimino and Joe about the merits of certain cards broke out. I have to admit I learnt a lot from this discussion.

    Sam:Dodge, block, evade, bolt hole, and take cover are all bad cards. Electroshock, Negotiate, Cat and Mouse, are all better options.”

    Joe: I cut Loth because it was free.

    Joe:(see: Jyn Erso)

    Sam: that only works on the first event played. It’s still better than all those other cards

    Joe:The curve of the deck in general messes with Jyn’s ability. Most die removal is in reaction to something. To waste the first event (which is usually die removal for Mono-Yellow) for something like Negotiate is just stronger than playing Loth Cat

    David Washburn:Loth is indispensable, dude

    Joe:We’ll use his deck as an example:

    The average cost of an event for him that is yellow is 0.6, making the inclusion of Jyn in the deck virtually pointless.

    Adding Loth Cat and Mouse would not help that ratio. That is why a card like Negotiate and Electroshock are stronger. They serve the same function as Loth Cat and give you more.

    In other decks with Yellow it’s great. However, because of Jyn you have to really be careful with what events you play so that you are getting the most value out of her as a character. Running Zero cost Yellow cards really does not do much for her. Her strength comes in fixing the cost curve of your deck.

    Dice removal is generally reactionary. You seldom wait more than 2 actions to deal with a die you want to remove. Usually the threat is very clear across matchups after the problem character rolls in.

    Loth Cat and Negotiate need a roll in to be live. Jynn makes a reactionary card free, which makes Loth Cat not a valuable “must include” for her.

    Sam:By that logic friends is free too and isn’t a must include, since that’s often one of the first things you want to do to get the most value out of it.”

    Joe:Friends fulfills a different purpose than Loth Cat though. They are both free but Friends does not have any activation requirement*. The value that you can gain from Friends in Low Places may outweight the value of it lowering your ceiling.

    Cards that take away from your opponent are never as good as cards that give you things, but since Friends in Low Places is taking the role of proactive lowering of your opponents ceiling, it’s usually worth it to lower your potential ceiling to take an option away from your opponent.

    *The deck has two yellow characters and will always fulfill its requirement.”

    Eric Murphy: “I can justify a single copy of dodge and block, i’ve actually seen them used very effectively. but no more than one of each in a deck ever.”

    From the Star Wars: Destiny UK/IRL Facebook Group Andrew Eyles wrote

    I am trialing a Padme and Jyn deck and have come to the same decision that the EJyn is the way to go. An early Con artist or Cunning onto Padme makes them almost equal targets. My opposition then has to make a choice of which one is the most dangerous. As soon they make that call I try to get enough resources to get second chance and ammo belt hopefully next round.”

    I did then ask how our two decks differed and Andrew replied with

    I do not play Bolt hole, block, take cover or dodge. I play “fair trade”, Don’t get cocky, long con and Sabotage.

    For me block and dodge are too expensive. My resources are for second chance and maybe 2 other upgrades i can get out. Sabotage is in for the annoying supports like planetary uprising but more for freely discarding imperial inspection, salvage stand and dark presence.

    I do not play hunker down or Ascension gun. I have lone Operative and fast hands. In the current meta speed is everything. Having to tap a card for one shield (which a lot of the time makes no difference, i am looking at you vibroknife) is just too slow. Fast hands early gives me that scary ability to get 2 cards out your hand before you even have a go.

    The whole deck obviously needs the second chance/ammo belt combo early where yours may have a little more survivability without it.

    It is nuts when it all comes together – cheating and rebelling the ammo belts back out and discarding whole reams of cards from the deck and hand. It is fun to play – maybe not quite tier 1 but getting close.”

    There was even a comment left on the post yesterday from a Ben:

    I think you need to use Jyns ability more, cards like Negotiate and electroshock Would help more than block and take cover. Also Disarm is great, it gets rid of alot of upgrades that hurt like vibro knife. finally, trade in hunker downs for maz goggles. for 1 cost, it has two focuse sides and a “Discard” side.”

    There is some great food for thought there, and I will be trying out some of those suggestions (mainly the ones that don’t require dice – I can print out the cards I don’t have as a stop gap). Those that require dice I will have to try and target buy (after my booster box of Awakenings arrives, just in case I get them). I will then target buy the cards that I feel work best after play testing them.

    I was playing this deck for the first time yesterday against a ePoe/eMaz deck yesterday. Dale got three Awakenings booster boxes yesterday that gave him enough cards (like Poe!) to build an initial deck. I got creamed in our first game. Very little went my way in that game. Dice rolls, card draw, all conspired to make me eat humble pie.

    The second game I won, and removing his battlefield (Starship Graveyard) and going with mine was a good start towards that victory.

    I know Dale is missing some cards from a “full” ePoe/eMaz deck. He already has a couple of tweaks to the one I played against.

    But that’s the interesting thing about our local meta, it’s Dale and myself with our limited card pool. Although Dale’s card pool (2.5 SOR boxes, 3 Awakenings boxes, plus 25 SOR boosters) is larger than mine (.5 SOR box, 20 SOR boosters and some targeted purchases). However if you look at our stats I have our longest win streak of 6 games. Out of 75 games I have the edge with 49 wins to 36. So I’m very happy with that. I’ll have to write a post about the decks Dale has been playing with sometime.

    Padme/eJyn Mono Mill 2.5

    In my previous post I went through my second version of this mono mill deck. I’ve tweaked the deck since then. Not major stuff, more incremental minor changes.

    Battlefield: Command Center (Lothal)

    Events

    • Friends in Low Places (0 cost, Neutral/Yellow) x 2
    • Rebel (1 cost, Hero/Yellow) x 2
    • Evade (1 cost, Neutral/Gray) x 2
    • Block (2 cost, Neutral/Gray) x 2
    • Take Cover (0 cost, Neutral/Gray) x 2
    • Bolt Hole (0 cost, Neutral/Yellow) x 2
    • Cheat (1 cost, Neutral/Yellow) x 2
    • Unpredictable (0 cost, Neutral/Yellow) x 2
    • Dodge (2 cost, Neutral/Gray) x 2

    Upgrades

    • Ammo Belt (1 cost, Neutral/Gray) x 2
    • Ascension Gun (2 cost, Neutral/Yellow) x 2
    • Second Chance (3 cost,Hero/Yellow) x 2
    • Hunker Down (0 cost, Neutral/Yellow) x 2
    • Con Artist (2 cost, Neutral/Yellow) x 2
    • Cunning (2 cost, Neutral/Yellow) x 2

    My thinking behind the deck changes

    One of the “big” changes in this deck is that I have gone from elite Padme, to elite Jyn. I had tried this once before and got my butt handed to me, so didn’t persist with it. However the reasoning about this change was that in the end game where I am trying to get my opponent down to zero cards in hand, Jyn with her two discard faces is more likely to allow me to do that. Plus when rolled I can reduce the options available to my opponent in the rest of the game by removing up to four cards at a time if it comes up both the two discard.

    Daring Escape, Long Con, Diversion and R2-D2 made way to a second Second Chance plus Hunker Down, Con Artist and Cunning. Hunker Down helps keep my characters alive just that little bit longer, while Con Artist helps amp up that milling action on the opponents deck. Cunning gives me a nice ability to use the special on other upgrades and characters. There might be a special I want to use on my opponents cards but in reality it gives me another bite of the cherry on my specials.

    How I Play This Deck

    When dealing the initial five cards I’m looking for one of the following: Ascension Gun, Con Artist or Cunning. Ideally I’d like a hunker down and some of my cheap (ie zero cost) removal cards. Otherwise I’m mulliganing hard to get one of those three cards.

    I don’t mind not winning the roll off, I almost want my opponent to choose their own battlefield (I do have the Ascension Gun). Two shields on Jyn is massive for me. In fact I usually pick my opponents battlefield if I win because of that.

    Next up I’m hoping to draw into Second Chance and Ammo Belt early, along with Hunker Down if I haven’t got that yet. These then go onto Jyn first.

    I have to keep remembering to use Rebel. I usually remember about it after I have played the discard card ability of the dice. Which is too late then. But it is apart from Cheat, my only other recursion card.

    If I’m going with Con Artist I want that pretty early on to make use of it’s special. Mid to late game it’s re-roll fodder.

    I am tending to leave Padme unprotected at the moment, and any discards from the deck I get with her I’m counting as a bonus. At the moment the card discard from hand with Jyn is what I’m trying to get. That really does stop what the other player can do during a round.

    Where next?

    I like the look of Datapad from Awakenings, it would fit in nicely with this deck but where would I put it?

    UPDATE:I can see maybe Electro Shock replacing Unpredictable. But I will have to see if I pull any in my Awakenings booster box I have coming.

    Otherwise I’m pretty happy where this deck is.

    Sing/Bala-Tik/Tie Pilot 1.0


    This is my third deck that I have built, but the second one I am putting the details of on this blog! The second deck I have built is still a work in progress and not really in a position to be called a 1.0 and talked about.

    This deck and the my second deck are a departure from my first deck, in that these are “aggro”. So without further ado here is my Sing/Bala-Tik/Tie Pilot deck…

    Battlefield: Ewok Village (Endor)

    Support

    • Air Superiority (1 cost, Neutral/Red) x 1
    • Attrition  (1 cost, Villian/Red) x 2
    • Backup Muscle  (1 cost, Villian/Yellow) x 1
    • E-Web Emplacement  (3 cost, Villian/Red) x 1
    • First Order TIE Fighter  (3 cost, Villian/Red) x 1

    Events

    • Aim  (1 cost, Neutral/Gray) x 2
    • Armed to the Teeth  (0 cost, Villian/Yellow) x 2
    • Bait and Switch  (0 cost, Villian/Yellow) x 2
    • Cheat  (1 cost, Neutral/Yellow) x 2
    • Collateral Damage  (0 cost, Neutral/Red) x 2
    • Nowhere to Run  (2 cost, Villian/Gray) x 2
    • Relentless Pursuit  (0 cost, Villian/Yellow) x 2
    • Salvo  (2 cost, Neutral/Red) x 1
    • Disarm (1 cost, Neutral/Yellow) x 2
    • Flank (1 cost, Neutral/Gray) x 1
    • He Doesn’t Like You (0 cost, Villian/Yellow) x 2

    Upgrades

    • F-11D Rifle  (2 cost, Villian/Red) x 2
    • Infantry Grenades  (2 cost, Villian/Gray) x 1
    • Rocket Launcher  (3 cost, Neutral/Ted) x 1

    My thinking behind the deck

    I’d heard a comment on a Facebook page that Sing and Bala-Tik were a lethal combination. So I thought I’d like to explore that. They are obviously an aggro combination. I had a single die for each and some points spare so I chucked in the Tie Pilot to work with Sing especially. Plus it gives me access to a second colour with cool weapon upgrades.

    The theme is to strike hard and fast. Hopefully doing 5 or 6 damage minimum a turn.

    To help with that I have cards to manipulate the dice (Nowhere to Run, Bait and Switch, and Aim).

    I have cards like Disarm, Flank, and He Doesn’t Like You to remove opponents dice or weapons/equipment.

    Cheat is a go to card with Yellow to give me a chance of recursion.

    Air Superiority is there to help give shields to keep characters alive long enough to kill off the likes of ePalpatine.

    As part of the plan I use attrition to make defeating my characters come with a cost.

    Backup Muscle is part of the plan for inflicting addition damage. While Relentless Pursuit is a nice way to attack a character hiding behind shields. I attack an undefended character then move the damage to my intended target.

    Collateral Damage is there to make use of my damage and do addition stuff to my opponent by removing a resource. Salvo is there for a similar reason but this time to maximise its impact.

    Armed to the Teeth could provide that final point or two of damage to win the game.

    The weapons and support are there to give extra chances for the Tie Pilot addition damage sides to be used.

    How’d it do?

    Well it’s been doing really well against Dale. Against his Chewie/Mon Mothma it’s been really successful. I’d like to say dominating it. Dale has been tweaking it, and improving his deck. In fact he ended the week on a high with a win.

    Against Dale’s ePalpatine it’s 50/50. Mind you we only played two games. But that match up really is a race to roll damage.

    Where next?

    I would like a second backup muscle and air superiority.

    I’d like to replace the 3 cost cards I have with cheaper options. This deck isn’t about getting resources and saving up. It’s about rushing stuff out cheaply and quickly, finishing off my opponent quickly.

    I must get Dale to play my mill deck against this.

    ePadme/Jyn Mono Mill 2.0

    In my previous post I went through my first version of this mono mill deck. Since then I’ve made some changes.

     

    Battlefield: Command Center (Lothal)

    Events

    • Friends in Low Places (0 cost, Neutral/Yellow) x 2
    • Rebel (1 cost, Hero/Yellow) x 2
    • Evade (1 cost, Neutral/Gray) x 2
    • Block (2 cost, Neutral/Gray) x 2
    • Take Cover (0 cost, Neutral/Gray) x 2
    • Daring Escape (2 cost, Hero/Gray) x 1
    • Bolt Hole (0 cost, Neutral/Yellow) x 2
    • Cheat (1 cost, Neutral/Yellow) x 2
    • Long Con (0 cost, Hero/Yellow) x 2
    • Unpredictable (0 cost, Neutral/Yellow) x 2
    • Dodge (2 cost, Neutral/Gray) x 2
    • Diversion (1 cost, Neutral/Yellow) x 2

    Support

    • R2-D2 (2 cost, Hero/Gray) x 2

    Upgrades

    • Ammo Belt (1 cost, Neutral/Gray) x 2
    • Ascension Gun (2 cost, Neutral/Yellow) x 2
    • Second Chance (3 cost,Hero/Yellow) x 1

    My thinking behind the deck

    The changes have mainly been to strengthen what the deck is meant to do best, mill. So in comes Command Center for War-Torn Streets. For some reason my battlefield never gets chosen by Dale. But that’s what the Ascension Gun is for, I don’t care I can still use it.

    Second Chance is there to keep Padme on the board. Throw in Ammo Belt and some recursion and Padme is very hard to get rid of.

    R2-D2 was added to boost Jyns discard from hand sides of her dice. 

    Evade, Bolt Hole and Friends in Low Places were taken up to two copies each to improve their likely hood of being drawn.

    How’d it do?

    I did try this as eJyn/Padme but it didn’t work as well for me as the ePadme/Jyn. Mind you it could be because the first game yesterday against Dales Hero deck (I should have made a note of his line up) drew all the right cards for him early on and was doing lots of damage. Back to ePadme/Jyn and not so great card draw for Dale I took the next three games.

    The bane of my life ePalpatine. This deck is doing a lot better against it. It won two games against it, and the ones it lost were pretty close games. I was using Con Artist (borrowed from Dale) instead of Rebel. Which made a big difference I think.

    In our final game I proxied in a second Second Chance. Yeah I need a second one of these. Along with my Dodge (Block wasn’t needed against this version of Dales deck), Evade and Unpredictable I was able to avoid and hang in there against this damage heavy deck.

    I found I wasn’t using R2-D2 at all against ePalpatine, he came out in two early games.   So R2-D2 is at risk.

    In one game I rolled the following. Which equated to six cards discarded from the top of Dales deck. That’s massive.

    Where next?

    If my opponent gets a good draw on a damage heavy deck I have problems. Who wouldn’t?

    Ideally I’d like more recursion. So I can pull back cards to keep me in the game longer.

    It needs that second copy of Second Chance.  Con Artist worked well so Rebel is my most likely candidate for going in its place. 

    Over on Instagram the following helpful suggestions were made:


    Sadly because Scout is a red hero card I can’t use it in this yellow mono hero deck! Although Cunning does look very interesting.

    I think the mono mill deck is nearly there. A couple of tweaks and until the next set is released it’s not going to change. So in all likely hood the next post about this deck will be the final one!