Hellbent Helmets

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

superabsurd 354

With the updated rule changes come updated decks. Instead of my old, slow, precise Thrawn - Master Strategist and Captain Phasma - Ruthless Tactician deck (search "This Feels Like Cheating..." and you'll find it) now we have this deck, which couldn't be more different in it's playstyle.

This deck is all about speed. You want to claim first. You don't ever want your opponent to claim, or if they do plan on claiming you want it to be a panic claim that then leaves the field wide open for you to take your time and do as much damage as possible while they sit and stare, unable to do anything but accept it.

I like these two as a pair. Their dice have great synergy and are very reliable. You're going to roll damage and money essentially every activation. Couple that with six of our eight weapon upgrades having ambush (and five having redeploy) and you're sitting pretty. Whoever they focus first (note: it'll be Jango Fett - Lethal Mercenary if they know what they're doing and want to significantly slow our game down) just start loading them up with redeploy weapons as you draw into them. That way when they die our other character will be fully kitted out and ready to do some damage.

We have very little health with this pairing. Only 20 HP total. That is where our battlefield of choice (and the occasional Dug in) comes into play. Main Plaza - Vashka allows us to use our speed to heal a damage each round, and ultimately burst damage our opponent for a good amount when the time arrives. Couple the battlefield with two Drop Zones and we're talking serious damage potential if we consistently claim each turn. If you can get both Drop Zone out turn one somehow, and claim, turn two you can already move three damage to one of your opponent's characters if you wanted to. Doing so is likely to slow us down, so unless you need the damage to take out one of their characters I'd recommend saving that damage up until they kill one of our characters and then bursting for as much as we can all at once.

Salvage Stand is there to keep the enemy poor so they can't play their upgrades or removal, hopefully keeping us alive as long as possible due to their inability to put any damage dealing upgrades onto the board. Imperial HQ essentially gives us free money to pay for our five different dice with pay sides. Everything else is pretty standard.

You'll note that I didn't include Friends in Low Places or Electroshock. I always assume Jango Fett - Lethal Mercenary won't be around long enough to make use of those, so I filled those slots with Rend and Sound The Alarm instead, which are both (at least to me) staples for any deck.

I'm doing a bit of testing on TTS, haven't played this precise setup just yet on an actual table, but it definitely has potential and deserves a good old college try.

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