Snap Han Tools (FFG SC 2nd Place) 6-3

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

Bowie 376

Your goals are as follows, in order of priority:

1) Remove their resources. This is achieved through: a) Trying to ensure either Hit and Run or Fast Hands are in hand at the start of the game. These cards are used to make Temmin "Snap" Wexley - Recon Specialist go faster. His dice are far more reliable for disrupts, plus, we don't mind using his dice for disrupts, whereas it is a damage loss to use Han's. Be careful about using Snap's second die. b) Using Han's disrupts. Dispreferable.

2) Ensuring you control the battlefield. This is mostly done by never resolving Snap's other die. Worst case, they will control away Snap's die, but then you have confidence they're out of resources and Han will likely get through unimpeded, so it's not too bad. This will shut down many cards (Defensive Position, High Ground, Dug in, We Have Them Now), and also, it'll mean you're going first, which lets you resolve and disrupt faster and more efficiently. If you can keep their upgrades off the board, you'll win. It is USUALLY worth it to lose a die or two if it means you keep the battlefield. Use your discretion.

3) Getting out Planetary Uprising early. This is usually worth keeping in hand, even - or especially - if you get both. It is worth it to play these over almost anything. This will pay huge dividends in end game.

4) Second Chance prep for Han Solo. Snap will likely die, or, if he doesn't, it'll take them ideally four to five rounds to kill Han, while he's dishing out damage and you're Uprising to victory. Second Chance, Second Chance, Ammo Belt, Field Medic your way to immortality.

Otherwise, the usual tips: Use control wisely and unhesitatingly. Even affording Planetary Uprisings may come send to control, but that's tough, but everything else comes second except keeping Han alive. Poe dice, Palpatine dice, damage sides while modifies show, all of these must be controlled effectively and urgently. Try to use Negotiate and DL-44 Heavy Blaster Pistol with expertise, while you should basically use Let The Wookiee Win every chance you get.

Other tricks: You can use any Ambush card, even Hit and Run and Hold On! even if Snap is dead, to get shields on Han. Never forget your Ambush keyword. Also, Han's text reads clearly "After you play a card with the Ambush keyword...", which means you get to move shields BEFORE placing a shield with Hold On!, which is a great way to push shields off Han and drop some Ambushes while protecting Snap!

14 comments

Dave Sharona 601

I can't get behind not having an Infamous in here. It has been a staple in mine. Love the inclusion of Negotiate, might need to put one in my HanSnap, but I also run two DL-44 Heavy Blaster Pistol and two Holdout Blaster. I also take BIG advantage of Loth-Cat and Mouse. C-3PO slows down your momentum mid-game, but I have been able to straight up win games with his ability. Turning a 3 damage Han die into a 3 discard for example when the opponent is down to their last few. Any who, cool build of my current favorite deck. Play notes are spot on

thejumpingflea 214

Hadn't realized just how good Let the Wookiee Win is here. Nice.

Dave Sharona 601

@thejumpingflea Now imagine if you had Infamous'd it and it also put a shield on Han and gave you an extra action

Brandonious 222

So glad to see this deck gaining some momentum. Did you sit across from an Unkar/Fn-2199/Trooper set up????

Reason I ask is I've been playing with something similar, and I have had the worse luck against that build with these characters. They're so oppressive.

swdestinydb.com

That is what I have been working on for a while, and I'm still up in the air if I want to take it to my SC next Saturday. I honestly can not beat that Unkar build.

So, I'm curious as to how you handled it.

Also! How does the deck play with 8 upgrades? This is something I've gone back and forth with myself on. Adding a set of Electroshock's on top of what I've already got seems like a great idea - I just don't want to find myself in situations where Han's dice have been removed, and my only option left is to claim. I run into that kind of situation often in my local meta.

Gratz on the tournament!

Dave Sharona 601

@Brandonious I would pull Unpredictable, Guerrilla Warfare and one Maz's Goggles from your build. DEFINITELY add 2 Electroshock, and one more Dug in. I like Shoot First in this build and have never tried it. I will have to add it to my list of stuff to try. Also you really want Fast Hands to put on Snap for when you don't have a Hit & Run so you can target their resources immediately. Since you only get two Hit & Run's, that means Fast Hands is irreplaceable. And try to find room for a New Orders. I have found HanSnap dies on the vine without Carbon-freezing Chamber - Bespin.

Brandonious 222

@Dave Sharona I hear the Guerrilla Warfare pull, but why Unpredictable? The shields are always welcome! Just curious.

Carbon-freezing Chamber - Bespin is legit. That and Separatist Base - Mustafar are what I usually play, and it just depends on the mood I'm in as to what I'll use. I completely agree with Fast Hands.

I'm assuming you play the deck as well. How do you do against the "Funkar" deck? I get demolished so far.

Dave Sharona 601

@Brandonious I'm with you on the shields, but other than that it's not terribly useful. Ends up being a +1 shield throwaway, I would much rather have the dice removal, fast hands, or room for New Orders. I still haven't come up against Unkar/9s/FOST. I bet it's a freaking beast. I DID, however, handily take out an interesting ePhasma/Bala/FOST. But they don't have the resource removal that Funkar have. Looking forward to trying it out

Brandonious 222

@Dave Sharona It's hard to argue that logic. I've got a couple of more days of testing, so I'll keep tweaking and work Fasthands back in, and remove unpredictable for electroshock. Lol, good luck when you do play it! It's not unbeatable, but it is utterly frustrating to play against.

Dave Sharona 601

@Brandonious Just pray for that first turn Planetary Uprising and then that second turn Planetary Uprising and roll claim, claim, claim. Also Disrupt. :D

Bowie 376

@Dave Sharona: The lack of Infamous hurts sometimes, but I'll be honest, Han is usually sitting at shields in my play. The rest of Ambush and Dug In tends to keep him fine.

Loth-Cat and Mouse picks up too many good dice options for one good die. I'd rather Negotiate surgically (which, yes, I can't choose theirs). But sure, I could consider it. I also would love to field one more DL-44 and one more Holdout. But I tested back and forth and I'd rather the events I had over more upgrades. Survival + Uprising.

I know Infamous is a fine choice. I tried it in and out and I opted against it. But it was in several versions of this build, as was 2x DL-44s and 2x Hold-Outs. I appreciate your input, I do. It's a good piece of advice and if I had a 34 card deck as an option, it'd be an easy choice. Without, I'd have to pull Unpredictable, and I've found it too critical when my back is against the wall. Perhaps that's the right choice.

@Brandonious: I did sit across from many Unkars. They were some of my hardest matches! It's the closest consistently you'll see to a Mirror Match because we're both choke decks that can deal out some meaty damage. I recommend Carbon Freezing the Unkar die and killing FN-2199.

You will often choose to claim when they take Han. It happens. It's why Uprising is such a workhorse. My main goal is Keep Han Alive And Claim anyway, while sneaking in the damage I can.

Tybrid 922

Love the build. I think the only choice I'd make differently is I'd pull the single ammo belt for a second DL44. Overwriting my own DL44 with a DL44 is one of my favorite plays in the deck.

ghostwriter574 1

@thejumpingflea``@Bowie Why exactly is Let the Wookie Win good in this deck particularly?

the BEAST 1128

What will be the replacement for ammo belt after the errata?

Bowie 376

I'd definitely pull Ammo Belt now. Probably for a second DL-44.

I'd consider cutting both Fast Hands for access to Infamous, as well.

@ghostwriter574 re: Let the Wookiee Win, this deck wins by two methods: Endurance and Attrition. It will either will win by endurance - specifically surviving and reducing damage dealt to it (second chance, removal, field medic, shields), or it will win by attrition (Planetary Uprising, Han's gun sides hitting when they hit).

Let the Wookiee Win achieves both of these, and lets my opponent choose which they want to suffer. It either removes two very potent dice (which might not be showing potent sides but we know can later) or it deals damage to them. This means removal or damage. Both are goals we are meeting. It's my favorite card in this deck.