Plutt N Gun

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

MPMHammond 19

Really loving this deck and feel like in addition to being a great deck in itself, it's a strong counter to two of the big meta decks w/ Poe/Maz & Palp.

My ideal first hand is:

I find I win probably 70-80% of roll offs and I often like to take opponent's battlefield and use the shields on FN, that is unless up against Poe/Maz or EmoBoys w/ Throne Room where I will take mine.

Unlike a lot of FN builds I've seen and played against this actually plays rather slow and non-aggressive to start games. Sure there are god roles that you may get turn 1 that let you output 8-10 damage but a lot of my first round is simply building my board and controlling the opponents dice to not take damage. More often then not the first round I'll go dealing 1-2 damage and taking no damage but ending up with 2 sometimes 3 weapons on FN.

It may seem weird with all the extra weapon rolls you get but when you're using two cards to control dice and adding 2 weapons sometimes it can leave you little for rerolling and the dice sometimes just don't go your way. Luckily though this is where Unkar comes in turning useless dice into a surplus of early resources. Unkar is usually rolled in first to see if I can gain early resources, unless I have He Doesn't Like You in which case I'll roll out Trooper.

The second round is where you can put some major heat on as this is when you can usually get a bigger weapon in, fully load up FN, and use one of your weapons to reroll if you the dice aren't rolling your way. Once again I usually have at least 2 dice control cards and am often able to shield a lot of potential damage.

End of third round is usually where FN goes down although where the dice control is super strong. Its key to make sure he has redeploy weapons on him for when he goes down, at least two but ideally 3. Even if you're downgrading weapons for him to pass off it's super important to finish out games. Also always give them to the Trooper first, sure he may have 3-4 damage on him but it just further keeps the target off of an Unkar who hopefully you can sneak on an Ascension Gun with all your resources.

Anyways I know it may be a bit of a slower approach but trust me it works pretty great. When everyone's racing to get to the next round sometimes it's nice to just slow things down and make your opponent play your game.

6 comments

ItJustGotRielle 1

How has your fine tuning been going with this deck? It's well placed to rise to the top tables right now. I noticed you aren't playing Riot Baton- is that just because you don't have them?

MPMHammond 19

@ItJustGotRielle the biggest changes I made while testing was on the event side of things. Originally I had I think close to 20 weapons and found that I was pitching at least one of the weapons each hand to reroll the dice in my pool, or not wanting to overwrite certain weapons due to their redeploy ability. Also I wasn't getting quite enough mitigation to deal with opponents dice.

I originally had a few events that didn't strictly deal with mitigating dice. The more I tested the more dice mitigation cards I kept adding until I got to the current setup which I is basically all dice mitigation save for one copy of friends in high places which I've thought of cutting a few times but it's been super clutch on more than a few occasions. One of my favourite cards has to be Doubt. It was added along the way and is such a great and versatile card.

As for Riot Baton, I desperately want 2. Actually trading for one this week. If I was to add 2 batons flamethrower and IQA would be the weapons to go.

Can't recommend the deck enough though. It's got everything you could ask for except for shields but when you're entering round 3 having taken 1 to none damage it doesn't matter.

redblock 13

Do you know ascension gun is not a weapon, so does not work with FNs ability? Also if you already use imperial inspection adding salvage stand seems logical next step

MPMHammond 19

@redblock yeah, I found that I was ending up with a rather large surplus of resources through Unkar so had added Acension Gun as something to attach to him because I like its special ability, it added two additional range sides, and it added an extra focus side which I've been finding rather helpful when FN's weapons don't cooperate. Worst side on it is a 2 discard for one resource but even then if you have a surplus of money the cost isn't the end of the world or you can always use it with Unkars ability. As for Salvage Stand it was in an early iteration but I ended up replacing for more dice control. I found I was waiting until my opponent rolled in the character with the upgrade I wanted to bounce then I'd roll in Unkar so cutting down resources wasn't always necessary. That being said I really do like Salvage Stand.

rkik 753

Any reason why the F-11D Rifle over DH-17 Blaster Pistol? The pistol has fewer sides, but just as many that work with FN. Is it the redeploy?

Also, have you considered Bait and Switch? It looks like a lot of the weapons have resource sides, so it could be handy to sneak in another couple damage.

MPMHammond 19

@rkik go with the F-11D mainly due to the redeploy. I try to make sure at least 2/3 FN weapons are redeploy (ideally all of them) when he dies to keep momentum going with Trooper and then ultimately Unkar.

Hadn't considered Bait and Switch but it could definitely be interesting and could see it giving a nice little push to damage output. That being said wouldn't want to cut many more weapons and I can't stress how key the dice mitigation cards are. My ideal hand is 2 dice control / 3 weapons which tends to be what I get.