Team Phasma

Card draw simulator
Odds: 0% – 0% more
Derived from
Team Phasma 1 1 0 3.0
Inspiration for
None yet.

JeremiahBlitz 77

4.0

Big changes for this version

-2 Jetpack, -1 Logistics, -1 Hunker Down, -2 DT-29 Heavy Blaster Pistol
+2 Riot Control Baton, +2 Friends in Low Places, +2 DH-17 Blaster Pistol

Changes after testing vs ePalp. The deck is producing enough resource per turn mid-game to tick over but early game seems to suffer with the amount of 1 cost negation I need to run in addition to being able to place good upgrades. To rectify this ive swapped out the Heavy blaster pistols for regular Blaster pistols (-1 resource cost) and turned the Jetpacks into Riot control Battons (another redeploy-able and pushes the curve out slightly for mid-late game). Friends in low places has also found a way into my deck as 0-cost event disruption is gold.


3.0

-1 Squad Tactics, On the Hunt
+2 Salvage Stand

Free resource disruption. To test Friends in Low places for hand disruption.


2.0

-1 Squad Tactics, Logistics
+1 On the Hunt, He doesn't Like You, Electroshock

After coming up against Poe/Maz and some of the faster disrupt decks, more dice removal was needed. -1 Squad tactics and Logistics because proccing guardian only works on damage sides and there is less of a need for resource with the move from Bala to the Guavian. A single on the hunt is back in as an easy out for shield heavy decks.


Hi All,

Im presenting here my updated Phasma deck-list. Basis is a standard ePhasma/Bala/Trooper but with some additions that ill go through below;


Changes and Choices

Bala Tik -> Guavian Enforcer
More health, a second guardian, more damage and an arguably more useful ability to crack through shields. Also synergies very well with both Squad tactics and Bait and Switch.

Imperial Discipline
A free focus every turn to damage or resource.

Bait and Switch
More free focuses to damage. Gives the Guavian 5(!) damage sides and an extra damage side each to both the Stormtrooper and Phasma.

Squad Tactics
Double guardian means that when you Squad tactics you allow for both of them to activate getting rid of 2 damage dice in the single action.

The Best Defense vs He Doesn't Like You and Electroshock
I'm finding more and more of a need for dice removal before I've activated my characters. Two copies of The best defense and Flank are the ideal candidates for this. Electroshock is down to 1 because of the need for Yellow characters on the field (which can be problematic late game) and He Doesn't Like You is down to 1 because I need to physically have dice in my pool to use it (Not so good when your opponent activates first, and there is a dice you need to get rid of immediately).


Mulligan Strategy

In my opening hand I'm looking for Redeployables for the Stormtrooper or the Guavian (Holdout Blaster being ideal due to the 1 cost). Aside from this Hunker Down and any combination of dice removal is ideal for the early control.

No comments