Son1k Boom

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

harrisonpostler 1

This deck is designed to play big supports at a similar clip to Hera Syndulla - Phoenix Leader by generating the resources to pay full cost for them. It is by no means more explosive than Hera vehicles, but, it makes up for the difference by having a more consistent long-game.

Characters

Lando Calrissian - Galactic Entrepreneur has really taken me by surprise. Having a three resource start opens up so many lines of play to get a U-Wing or LR1K Sonic Cannon down on turn one. Beyond that, his two resource sides can keep your economy strong throughout the game, and his pay sides pair very well with C-3PO to push through extra damage or grab shields for extra durability.

Rookie Pilot made the cut after trying out some two character versions with Admiral Ackbar - Perceptive Tactician or Mon Mothma - Skilled Politician that just didn't have enough health to survive against aggressive decks. Rookie Pilot has a relevant ability, a resource side, and most importantly, the ability to resolve LR1K sides without paying for them.

Ezra Bridger - Force-sensitive Thief is here because he has one more resource side than Rookie Pilot. He is also great at resolving LR1K's die.

Upgrades

Maz's Goggles made the cut because of the two focus sides. Having a couple of expensive supports in play is great and having reliable focus available can make sure that the rolls get smoothed out and maximized. This style of deck relies so strongly on resolving two or three 'big' damage dice a turn, so think of Maz's Goggles as your insurance policy against bad rolls.

Supports

LR1K Sonic Cannon is the real deal, especially in three character decks. My original list didn't have any, instead favoring a mix of Millennium Falcon and Strike Team, both of which aren't capable of putting out the same level of damage as the Cannon.

U-Wing is the second best option for top-end supports. With four damage sides and two great non-damage sides it's really tough to have a bad roll. Unfortunately, the damage output of U-Wing alone usually isn't enough to race aggressive decks.

Y-Wing has been a solid performer. There might be some credence to axing it in favor of two cost vehicles, but, the special has been better than I expected. So far, the decks that tend to stockpile resources are usually saving up for a big play, so even if most of the damage gets soaked by losing resources, that's usually a big enough tempo swing to keep the game interesting.

C-3PO is a great jack of all trades in the deck. He guarantees a special from U-Wing, Y-Wing or Ezra, and can turn Lando's three for one resource side into formidable damage. There's rarely a turn where I don't want to use his ability.

Economy

Logistics is a great early card and pretty standard in ramp, for obvious reasons.

Tech Team is similar to Logistics. It's great early, and usually finds itself being pitched to re-rolls the longer the game drags on.

Mobilize has obvious synergy with Lando, and opens up a host of turn one plays that let you hit the five resource mark.

Truce has been in and out of the various iterations of the deck. I've been trying to find the right ratio of ramp cards to ramp targets, and the singleton Truce has been helpful in ensuring that I can play out a big support turn one, even if I whiff on resource sides.

Mitigation

Honor Guard is a great new toy, and I think one of the best reasons to be in Hero red.

Flank is a great choice in any three character list.

Pinned Down is awesome, but, with only four vehicles in the list, running two makes it a dead card too often. With one, I've rarely been unable to play it.

The Rest

Partnership is necessary whenever the game comes down to a race. In games that come down to a close final turn, this deck is at a disadvantage. Partnership is currently the best way to resolve damage quickly, and can help you eek out close games.

Friends in Low Places lets you keep your opponent off of their game plan. With two yellow characters, spotting is rarely an issue.

Strategic Planning raises your damage ceiling in a given turn by an absurd amount for one resource. Being able to do up to six more damage by readying a Sonic Cannon is very powerful, and it helps you survive after one of your big dice is removed.

Flanking Maneuver is a bit clunky, but, can reliably deal 2-3 damage in the mid to late game, which can be all you need to speed up your clock.

Rend is a flex spot. When it's a good meta call, the card is fantastic, but, there a number of matchups where it's a dead card.

Battlefield

I chose Port District - Bespin because you rarely ever claim, and it's dead for most decks. It also allows for some great plays at the start of the game. Having some combination of Mobilize and Truce will let you play a five cost support before your opponent takes an action. However, I only recommend choosing your own battlefield if your opponent is playing a battlefield that is central to their gameplan. Against decks that are running dummy battlefields, taking shields is almost always the correct decision.

I hope you enjoy the deck!

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