Unkar FO Death

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

BrianRaby 71

This a deck I have been building in various ways since the release of SoR. I have played many versions and have scrapped them all for one reason or another. Either it was too slow, too squishy, or Couldn't deal enough damage (or mill). I feel that this version could solve all of the previous issues.

Here's how:

27 health is decent lots of ranged damage several combos that work together ability to finish games fast AND able to grind out the long games

Some specifics: my love for this style of deck stems from its ability to control your opponents without removal, shot down a big target, and then outlast the scraps that remain.

Imperial Inspection, Salvage Stand, and Friends in Low Places work extremely well with Unkar Plutt - Junk Dealer and together can slow your opponents game to a crawl. Playing Friends in Low Places before using Unkar Plutt - Junk Dealers action is key. also make sure that once you have the two supports out you should activate Unkar Plutt - Junk Dealer as the very first action unless you plan on hard-playing Endless Ranks.

Ace in the Hole and Crime Lord are two cards that were just made for each other. it is possible (but unlikely) that you could use Ace in the Hole to roll Crime Lord into your pool and use it's special on the first turn. this would require gaining 3 more resources between Unkar Plutt - Junk Dealer and First Order Stormtrooper as well as rolling Crime Lords special. this would be a devastating answer to Palpatine - Galactic Emperor, Poe Dameron - Ace Pilot, Darth Vader - Sith Lord, opposing Unkar Plutt - Junk Dealers, etc. Target priority will be a big factor in this scenario.

Speaking of target priority brings us to the massive amounts of that can be dealt with this list. Included are some of the best and most popular weapons available at 2 or less credits. This is becausewe want to be able to use Unkar Plutt - Junk Dealers action to play as many upgrades as possible in the early game. Holdout Blaster has ambush, redeploy, 3 sides, and a credit (for Salvage Stand). it does everything we want. F-11D Rifle has redeploy, 3 sides, a credit, and a relevant special- solid upgrade. DH-17 Blaster Pistol is a great tool early game to increase , has 3 sides and can be used to play another upgrade later with ease. if you play it on Unkar Plutt - Junk Dealer you could even use it to play Crime Lord later. Training is in here because both the First Order Stormtrooper and Death Trooper have pretty decent on their own. I consider Training to be another great weapon considering the 3 and 4 sides of the non-s.

Friends in High Places. What can I say, I want to resolve this card in a bad way. The package to abuse it includes Slave I, Crime Lord, and Endless Ranks. I feel like Slave I and Crime Lord are devastating early/midgame and Endless Ranks is obviously best late game. Resolving Friends in High Places with the appropriate card at the appropriate time can end games on its own.

The last 3 cards that haven't been covered are really just utilitycards that could be changed very easily. Logistics is in to help ramp resources early and could be a key player in the turn 1 Crime Lord play. Squad Tactics will get more dice pout into the pool quicker which can help you make Unkar Plutt - Junk Dealer action choices and feeds Friends in High Places. Bait and Switch is in as a way to pull out of your hat in key moments (or Crime Lord specials).

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