|Card draw simulator|
Odds: 0% – 0% more
|None. Self-made deck here.|
|Jango Dressed to the 9's||0||0||0||1.0|
|Jango Dressed to the 9's||1||0||0||2.0|
|High Noon + EaW upgrades||0||0||0||1.0|
Agent Of Zion 338
Let's talk about FN-2199 - Loyal Trooper for a minute. The dude is bonkers, and I think that he is going to be THE go-to character for villain decks until EaW comes out, and the challenge is finding his best pairing. He is one of only three characters in the entire game that has more health than he costs in points (Rey - Force Prodigy and Guavian Enforcer being the others) for a single die, and his second die costs only two points. His ability allows for massive damage turns with very little room for the opponent to respond, and while his base dice aren't the greatest, they do have 3 damage sides.
ArchitectGaming convinced me he was the real deal and started me on the quest to perfect an FN deck with his original Dooku/FN list further refined in his latest and greatest list, both of which are excellent in it's their right but I believe that this is better, or at least more fitting to an aggressive playstyle.
Why is Jango better?
The comparison to Unkar/FN/Trooper is interesting and mainly it comes down to opponent choice. A good opponent will start dumping cards out of their hand if they are in danger of being chewed up, and while it can be unavoidable for them at some point during the game, actually making bank still costs two dice in the vast majority of cases and requires a bit of luck due to the prevalence of 0 and 1 cost cards. At any rate, I'm not a fan of letting my opponent make decisions that affect me.
What they do have is an extra 7 health by comparison, and even if I were to accept that a First Order Stormtrooper is equal to an FN-2199 - Loyal Trooper die (which I don't), the extra health is negated by the fact that they only have 2 character dice directly furthering their win-condition so their games are going to go longer. The extra char does also give them a third place for redeploy weapons to land, but that gets somewhat negated by Thermal Detonators and U-Wings which Fast Hands nerf or not, are still going to be floating around.
Comparing Jango to Dooku is much simpler in my opinion. Once again, Jango has less health, but when pairing Blue and Red you run into the problem that Ranged weapons do not pair well with Dooku, so you won't be able to reliably resolve the random modified dice that F-11D Rifle, DH-17 Blaster Pistol, and Holdout Blaster can give you when thrown with FN. To compound that, Lightsaber, Kylo Ren's Lightsaber, and Lightsaber Pike are awful to throw with FN, because we want massive value out of each and every weapon we play down.
Bullet Point TLDR
1.) Yellow weapons are decent with Jango, red weapons are amazing with Jango.
2.) Jango's built in unmitigatable damage is beneficial both against control and opposing aggro decks. He makes your dice 75% untouchable, or very disadvantageous for your opponent to mess with.
3.) Jango's built in speed combined with Ambush on SIX weapons allows you rarely leave too much on the table if you need to claim ahead of your opponent
4.) Yellow events are amazing.
5.) The high amount of redeploy weapons, all of which can be easily upgraded into Rocket Launcher late game gives Jango the extreme upper-hand in 1v1 situations.
The Weapons Suite
Pretty standard here, but I did not include DH-17 Blaster Pistol or DT-29 Heavy Blaster Pistol because frankly, both are not worth their cost to throw even once. With both of the guns having two blanks (DT-29 special is a blank 99% of the time), there are just way better options, and saving one resource for an event in DH-17s case isn't worth replacing hugely impactful events or upgrades in the deck for.
Few things feel as bad as overkilling an opponent's char, backup muscle gives you a lot of flexibility here, especially against decks that are naturally slower than you.
This card is the real deal. This deck is perfectly happy to resolve one resource now and again to fuel things, by adding fair trade we get to completely wreck our opponents game plan if the opportunity presents itself. Think of it like Logistics with an extra upside. Not once have I ever had an opponent play Rise Again against me, and in the Unkar matchup, it gives you a way to take the tempo back if they get lucky with their pulls.
And while it is anecdotal, each and every time I have played this card in person, it is what my opponent pointed to as the thing that won be the game, and has been the cause of about a dozen TTS rage-quits. When your opponents are telling you that, it's worth keeping around.
Bait and Switch
This card is a rock-star. With it in hand, Jango now has THREE 2-damage sides, a way to reliably resolve thrown Vibroknife modifiers without needing to activate FN, gives you an extra fun side on all your weapons except Vibroknucklers (which lets be honest, is all fun sides) and combined with "Fair" Trade makes each and every resource side you have showing incredibly suspect.
Imperial War Machine
With so many red paid-sides in the deck, we would be remiss if we didn't include this. It's existence compels your opponent into controlling dice that may or may not actually be threatening, and can combo with Bait and Switch to give you 3-damage on your Z6 Riot Control Baton.
The rest of the events
Again, pretty standard here but your electroshocks are almost guaranteed to be useful until the game ends because if your opponent is targeting Jango first, you've almost already won anyway.
Six removal cards (8 if you want to count Friends in Low Places) is very low, but remember that with the insane damage output of the deck, you'll be killing their main character by mid turn two or early turn three at the latest, and death is the best form of control. Six cards are enough to stop opponents best dice, and that's all you really need them for.
With FN himself rising in popularity, this is a card worth considering running at least one of if you're going to a major event. Removing a modified ranged or melee side that you have no guarantee of resolving with Jango to stop an opposing FN's ramp can be critical, and even if you are actually giving up a base damage die, it's probably worth doing. If you want to use it, I recommend cutting some combination of Flame Thrower, Friends in Low Places, and Imperial War Machine to do so. Personally, I would take one and cut a Friends in Low Places, as it is our most expendable event.
Now for some bad news. You're not winning the battlefield roll. You've got an average roll-out of 4. The silver lining though, is that you are perfectly happy to play on almost any battlefield at all due to your speed. If by some happy twist of fate you do win the roll-off, choose theirs ALWAYS except in the following situations. It is very important that FN stay alive as long as possible, and equally important that your primary target is as easy to kill as possible.
Emperor's Throne Room - Death Star II - Against Poe/Anything. Duh. Perfectly fine to take this against any other deck though, you'll be outclaiming them 90% of the time, and on the rare occasions that you don't it's pretty rare that they will get more than a 2 damage swing out of it.
Command Center - Lothal - Mill isn't an incredibly hard matchup due to their inability to mitigate most damage coming in, but there is no reason to make their job any easier. Giving them 2 extra HP isn't as big a deal when you aren't losing 2 HP in the process.
Cargo Hold - Eravana - Avoid at all costs. This is your biggest nightmare because early it forces you to start your FN ramp over, and at any time your best die post FN-Activation can just disappear on you.
Carbon-freezing Chamber - Bespin - Completely dependant on your starting hand. If you don't have Doubt, or if you have 3+ 2-cost upgrades to cycle through FN in your opening turn then take your BF. If not, losing a Jango die for two turns is probably better than dealing with a 10 HP snap.
The vast majority of hands you will draw would be perfectly playable even without a mulligan, even the exceptionally rare ones where you draw no upgrades, but here is what you're looking for.
Keep all Riot Batons. That is your terminal upgrade for FN. Once a slot ends in Riot Baton, develop a new slot. The more Riot Batons FN has, the more Jango will have.
You're looking for at least one free removal, but if all you had in the way of removal in your opening hand is an Electroshock, keep it and try to get a resource. Worst case scenario, your opponent gets one free turn against you but its not hard to grab one money off of a Jango activation if you really need it.
Imperial War Machine, Rocket Launcher. Only keep these cards if you have both of them at the same time. While pulling one resource is pretty easy turn 1, pulling a second to actually resolve the die isn't as guaranteed.
"Fair" Trade, keep it against Palpatine and thank me later.
Kylo Ren - Vader's Disciple/Darth Vader - Dark Apprentice, kill Vader before they kill FN and you're good to go. Not particularly hard to do since he helps you out. If they have 3+ money, try and get that fair trade off, it's likely to stop either No Mercy or Rise Again.
Poe Dameron - Ace Pilot/Maz Kanata - Pirate Queen - On throne room, which you probably are, burn Poe. Reroll with most of your events and 3-cost weapons (if you can't cycle them) if you have to, the majority of your removal isn't very helpful here, and this is admittedly your worst matchup. It certainly isn't unwinnable, but if they get some wookies on the field, you're probably going to lose.
Palpatine - Galactic Emperor - Judicious removal of his 3-side and Shield dice, combined with that Fair Trade you mulled for makes this match relatively painless.
Rey - Force Prodigy/Padawan/Padawan - Kill one Padawan ASAP, then kill Rey when they start stacking upgrades on her. Reasoning is that you can easily drop a Padawan turn one and remove one amazing die, put a small amount of resource pressure on and limit their upgrade slots overall.
FN-2199 - Loyal Trooper/Unkar Plutt - Junk Dealer/First Order Stormtrooper - Kill the Trooper first, FN second. Just like with the Padawans, 7 HP is easy. Killing the trooper forces them to damage FN with The Best Defense..., removes a die that Unkar is good at using to chew, makes their ranged weapons much worse, allows them only one redeploy opportunity, and makes their Flanks awkward. Fair Trade when opportune, try to maintain BF control to avoid getting wrecked by Salvage Stand, and try to chain your 2-cost weapons into 3-cost in one go to get around Imperial Inspection. If you've slotted it into the deck, disarm is going to do good work for you here, but overall this is your most even matchup.
Mill/Crime Lord - Too many flavors to really go into each one in detail, kill the person they put an upgrade on, and if you have to make the choice on damage assignment before they make it clear, kill Jabba the Hutt - The Great and Mighty. Fair trade does a great job here as well.
Everything else - Kill the biggest threat presented to you.
Thank you very much for reading this novel, and If you have any suggestions or questions just hit me up, I'm Agent Of Zion on discord and TTS as well.