|Card draw simulator|
Odds: 0% – 0% more
|None. Self-made deck here.|
I took this deck to a 6-2 in swiss at Australian Nationals at General Games in Melbourne. I placed 7th in swiss, and then got knocked in the Quarterfinals - the first round of the top 8.
This deck is a blast to play. I am 100% sure that this particular version has flaws all over the place but I'll do my best to explain and justify some decision making with the list.
Upgrades: obviously you want as many ambush guns as you can find. The LL-30 Blaster Pistol is the star of the list and I look for it on the mulligan over holdouts or X-8's. I included the 2 higher cost guns in an attempt to be able to dodge imperial inspection however in hindsight I would take these out in favour of F-11D Rifle because the most prevalent threat of imperial inspection also has Confiscation which works with both 2 and 3 cost weapons. The redeploy on the F-11D Rifle will also help a lot in the aggro mirror. The DH-17 Blaster Pistol are just a damn nice way to get an extra dice into the pool for mad cheapies. Then use them to overwrite with an ambush and bam, you've got money to pay for Cad's sides.
Supports: Imperial HQ. If you can make this stick turn one, do it. It is cost neutral on the turn you play it and every activation after that is bonus. Obviously against faster aggro decks you might lose initiative which is vital too, but this deck can wrestle initiative back so quickly that this shouldn't be too much of a concern.
Events: The removal suite of Electroshock, Doubt, He Doesn't Like You, and Dug in is enough in my opinion. Dug in is great whenever you play it, you just have to keep in mind that you have to make a window to play it. He Doesn't Like You works fantastic with Cad's ability as you can roll in with ambush then remove a garbage DH-17 Blaster Pistol dice that you played earlier to remove their Darth Vader - Dark Apprentice special or their Captain Phasma - Ruthless Tactician special.
Logistics is one of the best cards in the deck. Rolling Phasma into money on turn one basically decides games, and is the cornerstone of slow-playing turn one to set up for an explosive turn two / or even an explosive turn one, when you roll out Cad with an ambush, two money to spare and then hit two 3for1 ranged and +2 on the weapon.
Strategy: Steer away from the Cad ability at first. Try to mulligan for Logistics, then roll Phasma, Logistics into 4, play a gun (or if you have 2 LL-30 Blaster Pistols in hand - play the first and then action the second. It's tempting to lead with the action but it simply doesn't pay off (in this version of the list anyway). Save your Bait and Switch and Truce for big swing turns - using them early for a small advantage isn't nearly as beneficial as winning the game with them. Finally, generally you win the roll and unless you have the option of Moisture Farm - Tatooine or Rebel War Room - Yavin IV on the other side, take your own battlefield and just try to chomp through the shields.
This decks heavy shortcomings are the inability to deal with shields, weakness to inspection and confiscation particularly, and general heavy resource economy with few generators like Logistics.
Round 1: eKylo(TO) eFN-2199 - Win (1-0 standing)
Round 2: eThrawn eUnkar - Win (2-0 standing)
Round 3: eVader(DA) ePhasma(RT) - Win (3-0 standing)
Round 4: eVader(DA) ePhasma(RT) - Loss (3-1 standing)
Round 5: eThrawn eUnkar - Loss (3-2 standing)
Round 6: eCad - ePhasma(RT) - Win (4-2 standing)
Round 7: eCad - ePhasma(RT) - Win (5-2 standing)
Round 8: eKylo(TO) eFN-2199 - Win (6-2 standing), 7th seed
Quarterfinals: eThrawn eUnkar - Loss (0-2)
I am so glad I managed to take this deck as far I did, and big congratulations to the winner overall (the same KyloFN that I beat in round one of swiss!) and everyone else who came to the first ever Aussie Nationals. I made a lot of new friends and got to represent the Dest Friends on the National stage and thats really what I wanted to do more than anything. Roll on and best of luck if I've inspired you to play this list!