Cereals

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Cereals 5 4 1 2.0

Gameslayer989 437

This deck may suprise people with how effective it can be. Many FN decks use some form of resource generation like unkar, maybe blue for boundless ambition, to maximise the amount of resources they generate in a turn to set up for a strong round 3. This deck forgoes that for extremely high kill potential in the first few turns, generating resources by rolling the resource sides on weapons, and using IG-88s special to gain 2 resources everytime instead of 1. The key is the large amount of redeploy and 2 cost weapons, allowing you to start overriding to sue FNs ability early. Cards like infantry grenades bring some strong AOE solutions to the table against those 3 character FN decks everyone likes, along with relentless pursuit to move that damage to where it counts. Improvisation exists to eat the blank sides of weapons, so that FN can then activate and effectively get a reroll there.

The result is a deck that has a positive win rate against the current iterations of Poe Maz. The deck almost always kills Poe by round 2, but also loses a character. Because of redeploy the remaining character can be built up well, but Maz on her own can still win the game. The deck also gets blown out by defensive position, and round 1 Poe resolves of thermal detonators is still just too much damage for the deck to soak.

The other big problem is Kylo/Vader. A lot of people run it as the counter to Poe Maz, and that deck is also good against this one, having strong character dice and a lot of removal options. In that matchup you may need to go for Kylo first, as he will often hit a 2 or 3 cost weapon.

Be careful not to blow up your infantry grenades in the first round. Those 2 resources can be used for other weapons and blowing them up early brings your momentum to a screeching halt, as this deck suffers heavily from a lack of resources in the early game. They are definitely worth blowing up once FN is set up with another weapon or 2 already, just don't blow them up round 1.

See the deck in action here: https://www.youtube.com/watch?v=_cl3yw-667g

Changes for 1.0:

Removed Salvo. Wasn't getting used much because people would often control IG-88s dice, and it doesn't work well with any other dice in the deck really.

Removed Friends in High Places. Again because IG-88 gets controlled it proves very difficult to get the 7 value you need, even though once it does go off it is amazing.

Added Logistics. Since Friends in high places was removed you need another economy card. It becomes obvious what you are trying to do when you roll out an FN weapon and don't immediately resolve the resource, but people don't like removing a resource side anyway. If you manage to play this card round 1 you are in great shape.

Added Improvisation. This is a bit experimental, but the intended method of play is to play FN weapons until you cannot resolve the rolled side, then roll in IG-88. This card can be used to absorb the blanks that FN will roll on his weapons to re-roll IG-88s dice when they inevitably roll poorly. The deck itself often doesn't have many spare cards in the hand for rerolling as well, this helps significantly with that.

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