eHan/eSnap

Card draw simulator
Odds: 0% – 0% more
Derived from
eHan/eSnap 0 0 2 1.0
Inspiration for
What's Going On Buddy? 3 2 11 1.0
eHan/eSnap 0 0 0 3.0

Brandonious 222

Ok. Had a brain baby last night. Was playing Baze/Snap when I noticed Han could fit right in, open up some awesome yellow cards to play with, and maybe make this deck a little more black sided. I seemed to roll all kinds of modified sides playing with Baze.

On top of that, there should be some extra resource regeneration, and the ability to defend yourself a little better. Mono red, in my opinion, does not have great dice mitigation. However, saying that, Defensive Position and Dug in are great for this build because I'm claiming all of the time thanks to Snap. Electroshock is sitting on the side line until I can test out some of these red cards.

Simple strategy. Roll out. Get guns. Do damage. Maybe plan on blowing something up. Shield's when you can.

4 comments

rusty 164

Considering you are running a four die suite you might should think about running Carbon Freezing Chamber. Roll in Snap, disrupt their resources, then they can't claim. It's exceptionally good against Palp and Poe. There are a few questionable card choices as well:

Only one DL-44? That card is a house. Great sides, great effect, plays well with Han's ability.

Hold On? That's an odd choice considering other things you could run in it's place that are higher impact.

Planned Explosion? The EV on your character dice is ~5. I don't think you are triggering that very often. This also gives up your Snap battlefield lock.

Removal? Your only removal is Defensive Position. Unpredictable is a mitigation, not removal. I would add in x2 Electroshock and x2 Loth Cat and Mouse, and possibly even x2 Negotiate. You are going to claim often with Snap's ability. Roll out Snap first, then Negotiate 2 Poe dice or 2 Palp dice. You also don't really care about losing a Snap die to Loth Cat and Mouse.

A180 isn't really worth running without "It's a Trap" IMHO.

Spirit of Rebellion isn't doing much with so many Vibroknives running around. I think that could be removal.

Foz 1024

Intriguing, I saw all the Snap decks with Baze and Poe in the popular list, and thought the same thing; Han fits, why wouldn't you play him instead? Built a mock-up of the deck last night, only to find today that it's right here! I think Poe is the weakest of the 3 options because then he has a special that is almost entirely wasted in that build. Baze makes a strong case however; Wingman is great, and you need 2 characters with red dice to run It's a Trap! which are both powerful. Yellow will have to bring a lot to the table to compete with that.

My list is substantially different from yours, and I agree with much of what rusty said about card choices. For sure these:

That leaves 2 extra cards cut. My top picks for that slot are Bombing Run, Collateral Damage, Disarm, New Orders, or the remaining two copies of Loth-Cat and Mouse / Negotiate. New Orders might be worth running, though honestly the avg roll of 5 for choice should mean this deck is great at winning the roll and getting its battlefield. Still, getting decks off of Emperor's Throne Room - Death Star II could be important; Poe for instance will certainly be willing to spend 1 to throw something by claiming. Bombing Run is also a solid choice here - it resolves a common Snap side, and adds damage to it as well.

The whole reason to play Temmin "Snap" Wexley - Recon Specialist is he warps the gameplay surrounding the battlefield. That means you want to run a powerful battlefield to punish your opponent for spending resources on other things, or to get a big advantage if they give up on the battlefield war. Carbon does that, and is also great against several 1-character focused decks in meta. Both Poe and Palpatine are severely hampered by having only 1 character die.

Shoot First might also be worth a look since it has Ambush and an interesting removal effect. It's pretty narrow though, and a bit fiddly to use due to timing. I'd probably play other removal instead.

Jetpack and Second Chance are potential inclusions as well, but I am not sure you can really find the space to fit them in; they're probably not as good as all the upgrades already in the list.

Brandonious 222

@Foz & @rusty:

Thank you guys for your replies. This deck has been going through tons of changes, both from reddit and DB, and I can't wait to post the final deck. I think there is a Store Championship on the 27th later this month close to me in Dallas that I would love to take this deck to.

swdestinydb.com

That is the most updated version I've gotten around to creating. PE was in and out, but I think I'm going to comfortably play with It's a Trap, because I was just looking to grab more black side damage with this card when Baze was in play.

I thought about Shoot First! Ambush + removal seemed nice. I'm also trying to keep costs down as much as possible.

Loth-Cat and Negotiate are definitely in.

Spirit of Rebellion is out.

I'm also swapping Guerrilla Warfare for Bombing Run. A much better choice. Thank you. I would like to throw both in, but dice mitigation is super important in the current meta, and I think I would like to test with more than less.

Cheers, guys!

Foz 1024

@Brandonious What's the rationale behind cutting Fast Hands? In various resource denial decks I have found it to be a great fit since it lets you hit resources before your opponent even acts in the round. I expect it should be powerful on Snap since each of his dice rolls 1/3 of the time, for a combined chance of 5/9 to land at least 1 side.

On the other hand, perhaps I can see the problem already; the deck is trying to do too much with Snap's dice. If you're going to resolve one as soon as he activates, and try to keep 1 in the pool to hinder your opponent from claiming, and also use them for Loth-Cat, Negotiate, and Bombing Run, that's way too much. Given that 1 is certainly allocated to being in the pool for his ability, that pretty much leaves the choice of Fast Hands or the various cards that are aimed at using his dice. A possible solution other than cutting Fast Hands, however, could be to simply place it on Han instead, where instead of disruption it becomes a damage dealer by avoiding removal, and also potentially using Han's a slim amount of the time. I feel that's probably a better value than running Tactical Aptitude which creates only modest card selection.

I will think more on this problem and see if I can come up with a way to make Fast Hands work on Snap though, because I feel it's such good value to activate->disrupt as first play in a round. Maybe I can come up with enough other cards to fill the gap so I'm not trying to use his dice for other things, though I expect it will mean a downgrade in quality of removal. I'm not sure that will be worth it.

I also want to point out that Guerrilla Warfare is a substantially different card than the others that use Snap's dice. It has ambush and removes a die to deal 1 damage, which makes it able to use the Snap die that you have been keeping in the pool to tax claiming. That's a notable difference since all the other cards that would use his dice would be used typically on the first of Snap's 2 dice, while this can be used on the last that is otherwise usually still in pool when you claim.

That idea of ambush on the last action has me thinking though. Things that grant ambush could partially solve this problem. Infamous can fix Loth-Cat and Negotiate to work on the last Snap die, and Swiftness could likewise fix a single card to do so. The investment might be tight, but the addition of more ambush triggers for Han might make it worthwhile having one or both of them.