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Clayn 142
Hello everyone! Here we go again with Jabba. Once I saw the SoR spoilers, I thought about how powerfull would be Jabba with the new 0 cost supports, Dark Presence and Imperial Inspection. He only has 1 side for triggering the 2 supports, but with his passive ability, he could reroll to get that result. I know that Unkar Plutt - Junk Dealer is the best character for Imperial Inspection, but he can't use Dark Presence. Then, why choose First Order Stormtrooper and Royal Guard? They let you use all the colours, that's pretty nasty, and they got some nice sinergy with the core strategy of this deck.
CARD DESCRIPTION
Command Center - Lothal: This scares people. It helps for Ascension Gun to do its job. Every opponent I've faced, always choosed his battlefield. That helps me a lot because of the 2 shields and, as said before, Ascension Gun.
Armor Plating: That's a pretty good defensive card. Rebels got better defensive choices, because Armor Plating consume an upgrade slot, can't be used against Vibroknife and so on... It still provides a little cover that can be decisive.
Ascension Gun: Pretty good upgrade. It gots potentially all good dice faces. is always good, it can let you use Loose Ends, and still it's pretty good if Trooper and Guard pulls out damages to pressure the opponent. Discard is obviously very good. The special is also so strong for the core tactic of this deck. Indeed, you always want to start second, so your battlefield is gonna be the one that is gonna be used with its special.
Blackmail: So good but still so difficult to play. Best dice sides for a mill/control deck. Even if the opponent always pay you, it's so damn good to trigger Imperial Inspection and Dark Presence. The opponent will always has to choose if use resources for upgrades, or pay the price. Goes in combo with Fast Hands, that lets you resolve the dice before the opponent can pay you. Imperial Inspection will make things difficult to choose if play upgrades o pay the price.
Con Artist: 2 disrupt sides, 1 discard side, 2 special sides. The best of the best for Mill. The only bad aspect is that is "yellow only". Still the best upgrade in the deck IMO.
Cunning: All inclusive. 1 focus, 1 discard, 1 disrupt, 1 special to trigger others specials. As Con Artist, is "yellow only" and it pretty needs other upgrades to be the powerhouse it is.
Fast Hands: Should i say something? Wherever you put it, it's always damn good. Goes in combo with Blackmail.
Lure of Power: This card has a lot of potential. First of all, it hasn't got any limitation (you can play it even on the royal guard WINK WINK). The best use of the modifier side is with the discard. It can also help if you want to pressure opponent by modifying damage dices, help to boost the shield dice of the Royal Guard and Personal Shield. It can also boost resource if you wanna be rich. What else?
Personal Shield: The best defensive card against . It also helps you out with the shields to protect your characters.
Dark Presence: It may seems that this support is not so good. It lets your opponent decide which dice is going to be removed. Remember that removing dices always helps out mitigate potential rerolls and sometimes even removing a Darth Vader blank dice is pretty nasty. It goes in combo with Imperial Inspection, because if your roll disrupt in conjunction with discard, you can first of all rebound the upgrade to hand, and then let the opponent decide which dice he wants to remove. When there are two copy of it on the ground, it's going to be HUGE when you roll discard.
Imperial Inspection: IMO the best villain card of SoR. It's so strong that can't be explained. It gives a plenty of value to the disrupt dice, especially for the slow decks (like this one). With Jabba, after you triggered the support, you can just reroll the dice if disrupt is not necessary.
Electroshock: Talks for himself.
Feel Your Anger: I think one copy of this card is a must. It can control one turn alone if the opponent is unlucky.
Flank: This is the must have for a 3 characters deck. Especially for the slow ones.
He Doesn't Like You: Why not? Indeed you're slow. But remember that you can just roll the Royal Guard, guardian a damage dice, next turn, He Doesn't Like You the guard's dice. It can also be used with the First Order Stormtrooper dice, giving him value.
Loose Ends: This card is pretty strong while also being very expensive. I don't think it needs to have Ambush (atleast in my deck), few times i used the extra action for something usefull. 4 cards are pretty much one draw turn less, so it's a pretty big gain. It also gives value to the First Order Stormtrooper dice.
Lying in Wait: This is the only closing event of the deck. Discard to reroll, since and repeat until Lying in Wait is the last card, use it, won the game. There are 2 ways of countering this: discard (that can also help) and disrupt. If you disrupt me, it means you deal less damage that you could've possibily done (in most case). Used to play it in one copy, but it's so usefull last turn.
MAIN TACTIC:
ALWAYS START SECOND. You need those shields. Put one on Jabba and one on Royal Guard. Royal guard is going to be dead by turn 2-3. If not, it means you're winning hard or the opponent already crashed Jabba. Jabba is the key to win, so do everything you can to save him. So what about the First Order Stormtrooper? I've saw that everyone focus Jabba or the Royal guard, so i play like this: Ascension Gun and Blackmail should go on the trooper. This 2 upgrades let him become a treat for the opponent, If they kill the trooper with one of these 2 upgrades, it's fine. It means that Jabba probably is alive and maybe he got some upgrades. Lure of Power can go on trooper or Jabba, I prefer on Jabba because of the discard side, so you can resolve the next turn for a 3/4 discard. Play it smart, you're slow, take your time. You can even take advantage of the opponent discarding to reroll.
MATCHUPS:
Poe/Maz: the only deck so far that gives me problems. Indeed, this is a pain in the a** for 3 characters decks (and also for the others decks, but we're not here to trash talk...). I've managed to win sometimes if I can Mill hard since turn 1-2. Personal Shield can save the day. This deck can't be controlled and have some nasty controlls that gave me chills down the spine --> Defensive Position.
Vader/Raider: Lost to it only once because I drawed my first upgrades on turn 3. Still managed to mill to last hand. You can pretty much control the flow of the game and win.
Palpatine: Palpatine is so strange. Protection gives you a strong advantage, but he can also control you back. Rough matchup.
Han/Rey: If you see Imperial Inspection turn 1, you can pretty much control the game and win, much like Vader/Raider. Otherwise you have to mill hard instead of discarding, cause this deck is so fast that sometimes the opponent doesn't have cards when it's your turn.
Qui gon/Rey: See above for Han/Rey and Vader/Raider.
I won the last local tournament 4-0 undefeated with this. I'm gonna update this guide whenever I find something interesting to tell you about matchups or changes.
Hope the description helped.