|Card draw simulator|
Odds: 0% – 0% more
|Aurra Unchained / Tournament Winner / High Win Rate||3||2||3||14.0|
|Aurra Unchained / Revised||28||23||8||16.0|
Some history on this deck:
As some of you may or may not know, eAurra/Jango has been a little pet deck of mine since the release of SoR. The first iteration of this deck got a lot of coverage from members on here offering great feedback and even to the point where Jay from Double Blanks Gaming used a later version (albeit a bad experimental version) for one of his streams.
After about 14 versions and 100's of games with this deck, then tanking at a store champs with it, I retired it coming to the realisation that it could not compete in a meta where Fast Hands with, Poe Dameron - Ace Pilot/Maz Kanata - Pirate Queen and Darth Vader - Sith Lord was a thing. I moved on and worked on a Vader/Raider build for this store champs season to give me some hope of scoring a SC top 2 to get the Phasma.
Fast forward to a local tourney at my FLGS where i'm testing a Vader/Royal Guard deck where my second game was against a friend who has already won a store champs in the area and was now testing other decks. Funnily enough, he was testing a home brew eAurra Jango where he managed to swarm me with high damage from Aurra. This coupled with narrowly betting a SC winner in Sydney who was running eAurra FN-2199 got me thinking about Aurra in this post Fast Hands errata, where she can now be more competitive.
The strategy still remains the same. Protect Aurra. Load her up with Fast Hands and Armor Plating. I have also been shifting my gameplay style to playing what is in my dice pool rather than re-rolling for the damage I potentially might need.
We have tried to add in cards that make most dice faces useful, even blanks. Events like Bolt Hole help turn non useful character die into shields.
Firing off an Armed to the Teeth just before Aurra goes down can cheat out 2-3 damage.
A "Fair" Trade can yank away precious resources from a Palpatine - Galactic Emperor or Darth Vader - Sith Lord to stop the Rise Again or from a Hero Command deck that is about to play Planetary Uprising.
Prioritise dice mitigation over damage where possible, this will help prolong your characters who already have a poor health pool.
The key is to try and keep Aurra Sing - Deadly Shot alive as long as possible. This is two-fold: it allows Aurra to maximise her ability as well as give you time to load up Jango Fett - Lethal Mercenary.
Try not to throw your Armed to the Teeth unless its in the mulligan. I cannot tell you how many games I have actually won due to this card as a final blow after all dice have been resolved or mitigated.
No doubt this deck will change and if/when I have a Phasma SC card under my belt, I might revisit this combo again for future tourneys/SC.