2x Death Trooper Tie Pilot (DDT)

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

JLeeSr 33

This is a tier-nothing mono red budget deck that is screaming fast and very fun to play. Tie Pilot can frustrate the opponent and jam up their mitigation, although he can fall pretty quickly and he will undoubtedly be aggressively targeted first.

The optimal opening hand is Holdout Blaster along with Squad Tactics. Play Holdout on the Tie Pilot and use the ambush to play Squad Tactics to activate all three characters, putting 4 dice into play immediately. 4/6 Death Trooper die sides are ranged damage, so this allows for some early pressure and can oftentimes either badly damage or eliminate weaker characters like Bala-Tik - Gang Leader or Maz Kanata - Pirate Queen first-turn.

Upgrades

Holdout Blaster and F-11D Rifle are useful for their redeploy.

DT-29 Heavy Blaster Pistol has three damage sides and the special can remove dice with a resource cost.

DH-17 Blaster Pistol is an excellent first-turn upgrade that leaves a resource for Flank and The Best Defense....

Imperial Discipline is a useful utility that also costs only one resource that leaves one open for the one-cost removal cards.

Training is obvious because having two Death Trooper dice is amazing.

Wingman should be put on a Death Trooper so that when you activate Tie Pilot (always activate Tie Pilot first to get his die on the table) you can activate a Death Trooper alongside him. Two Wingman in play means a free Squad Tactics effect during activation.

Events

Battle Formation is a great way to re-roll a number of dice and then resolving them to avoid mitigation.

Cannon Fodder and The Best Defense... will allow you to mitigate dice but absorb damage into a Death Trooper (typically).

Doubt helps fill out the mitigation suite that red isn't particularly strong in.

Flank and Suppression is also useful mitigation.

Undying Loyalty is one of my favorite cards in this deck. During the end game, this card can absolutely gum up the opponent's ability to deal that final point of damage. And it can be recurring, which is amazing.

End Notes

This deck isn't going to answer top-tier decks, although it has beaten them all during testing. Rolling explosively isn't uncommon, and if they aren't prepared to repeatedly mitigate a bunch of ranged damage, you can pull of some really fun wins.

Secret Facility - Scarif is the battlefield I have chosen, although there are other battlefields I have been eyeballing, like Ewok Village - Endor due to shields being a weak spot for this deck.

The glaring weakness of this deck is that it doesn't generate resources. Every round is a challenge to wisely use two resources. This is why 14/30 cards cost 0. 8/30 are 2-cost upgrades, which is an early-mid game decision.

This is my youtube channel where you can see the deck in action:

https://www.youtube.com/channel/UCnrZNpe13kYBJDXZ4bf9LmA

2 comments

sruman 1

Seems counter-intuitive, but I would think about the Riot Control Baton over the DT-29. Its higher cost but for better sides and redploy is huge in this deck. It will slow you down to resolve multiple damage types but think it would be worth it.

Shaadea 1

I tried the baton in a similar deck and it's not working. It really slows the deck down and messes up with your ranged modifier sides. I have great success with Tactical mastery in my version, every now and then it's possible to play TM and ST as first action, rolling all your dice and resolve them in one go without mitigation from opponent.