Blue Steel

Card draw simulator
Odds: 0% – 0% more
Derived from
Leather and... Lace? 0 0 0 1.0
Inspiration for
Blue Steel 2 0 0 3.0

Foz 1024

A look at what eCad Bane / ePhasma might look like for EaW.

Special thanks to Zephireast, milogert, Double Blanks Gaming- Jay, and MannyMaYs who have posted Bane/Phasma deck lists here. I have taken inspiration from these builds, and this list represents my effort to distill the best build from those various ideas and my own initial list.

Changes for v2.0

DH-17 Blaster Pistol and Extortion - These had been here as cheaper options to avoid playing a 2-drop on turn 1. With 4 resource generators, it hasn't usually been a problem to play 2 cost upgrades. I might still try to find a way to keep Extortion, it's surprisingly effective as an economy card, especially with Truce in the deck to give the enemy a resource when they have none so you can take it away.

Prepare for War - Cut in favor of Logistics which seems a little more reliable. It's largely a turn 1 concern; if you end up on the enemy 'field, PFW is a sizable setback.

Ruthless Tactics - It doesn't interact well with HQ which is certain to be the better of the two... or Fast Hands or Rebel War Room - Yavin IV for that matter.

Tactical Mastery - It seemed good on the surface, but ultimately the deck doesn't have many moments when ti's critical to take two actions. Money is tight enough this always seemed like the first thing I was choosing not to pay for.

We Have Them Now - Feels like we have more pressing uses for 2.

Captain Phasma's Blaster - Many lists have this on two. I don't like it at two because you never want to see both. I usually don't want it while Cad is alive either, so that makes it situational. It's here on 1 copy to help Phasma close out games.

Deadly - I look at this as a card that creates unique opportunities. I don't generally pay for this. Overwrite one of your other upgrades if Deadly will threaten a kill from dice already in your pool. Try to resolve that upgrade's die before you trash it for Deadly. You can always overwrite Deadly next turn anyway, or keep it if the action will still kill the character. It's a consistency upgrade rather than a pure damage generator, but Cad's dice are fickle w/ only 2 damage sides so consistency isn't a bad thing.

F-11D Rifle - The old workhorse. Another redeploy which can help if Cad has Deadly or X-8 Night Sniper when he's about to bite it. Overwrite into redeploy upgrades when he's likely to die, if you can.

Imperial HQ - I missed this one in my first attempt at this deck. It's exactly what this deck needs. You'll hardly go a turn without using it. Mulligan aggressively for this and your other economy cards, they make your early turns go so much more smoothly. More upgrades make it even more likely to be useful, most of them have pay sides too.

Logistics - The likely winner in the resource card battle. I'm still messing with Prepare for War but so far I value Logistics consistency more.

Rend - We're going to need it for that Imperial Inspection match. As an added benefit it also clears Sith Holocrons and a number of other common value cards. Even more useful now that the Running Interference combo decks are around.

7 comments

the BEAST 1128

What are your thoughts about Coercion? It seems like a pretty good inclusion... I'm also working on a Cad Phasma list and I'll be testing it in my next matches...

Foz 1024

@the BEAST People have been saying you are allowed to pass when Coercion is played. If so, it's stock goes down a lot in my opinion. That's why it's not here.

the BEAST 1128

If that's the case, I agree...But according to the text, it says "must". I'm gonna look that one up...

Foz 1024

The interpretation, supposedly from someone high up in the command chain, is that it restricts your next action, not your next turn. So if you don't take an action (pass isn't one) then you don't have to fulfill the required action until you do take an action. So you'd still have to play it later if you take an action, but you can delay it which defeats half its usefulness. According to what I read the effect is also supposed to last for the current turn, so if you pass the whole round out, you'd never end up having to play the card.

Drekks 52

@Foz What do you think of -1 Rend and -1 Doubt and replace them with +2 Leadership?

Foz 1024

@Drekks It's probably not terrible, but I don't really like giving up Phasma's dice. Rolling Cad out twice takes a lot longer than rolling them each once due to the extra resolving, and it costs 1 to make the trade too. Also doesn't do anything if either of them is dead. I far prefer the 0-cost cards precisely because they cost 0, it's hard enough to keep enough money moving to pay Cad's pay sides, an upgrade basically every turn, and some card plays on top of that.

GenghisDon 100

Would this deck play well if some of X-8 and holdout blaster were subbed out for other weapons? I just don't have the $65 to $80 available to pick up those 4 cards.