Four Leaf Clover R5x5.v1

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Four Leaf Clover R5x5.v2 0 0 0 2.0

Rassilon5x5 10

I wanted to create something that could counter, and relatively aggro more quickly than other high health, multi-character oriented (support) decks (specifically Ciena Ree, Guavian Enforcer, and 2x First Order Storm Troopers).

I wanted to create something that to hold out against, and dish back damage at fast aggro decks.

I wanted to create something to hold out hold out against mid range blue aggro decks and dish damage back.

I wanted to create something that could operate with minimal cards against mill decks and still dish out damage.

Based off support oriented versions of this character line up, hopefully this is an answer to those requirements.

  • 4 characters.

  • Two color deck.

  • 32 health.

  • Good damage with minimal upgrade requirements. Energy Slingshots are good for Ezra and the Rookie Pilot. The Jetpacks are great for the Hired Guns.

  • Good resource generation and cost curve. Two characters, that, though they require resource costs, they also generate good resources. Upgrades that don't have any resource cost sides, and aren't too demanding on resource costs given the deck's ability to generate resources. Lastly, cheap events.

  • Good healing and shield capability between upgrades and events.

  • Decent dice mitigation, from events and infiltrate ability upgrade, all oriented toward re-rolls against multiple dice, versus removal of dice, which forces discards for re-rolls.

  • Moderate focus ability through upgrades and supports, especially Maz's Goggles, and C-3P0 for quickly needed resolves.

  • Moderate disrupt capability across characters and upgrades.

  • Low to moderate, with a chance for limited high burst discard ability to finish off a series of bad re-roll discards by an opponent.

Welcome to the Four Leaf Clover!

Maz's Castle seemed the least opponent friendly choice, and if you are able to clai against slow decks, it should add nice utility to this deck. I'm thinking that no matter the opening dice roll, I might want to let the other player use their battlefield, and gain the shields. Because of this, I've thought about adding the Ascension Gun in order to still use Maz's Castle. If so, I think I would replace the Jetpack.


10/29/17: First test was a win against a Ciena/Guavian/2x FO Stormtrooper vehicle deck, but, my opponent rolled badly and pulled their heavy hitting cards late in the game, and I in turn got plenty of defensive capabilities out early and rolled moderately or worse. So, with plenty of defensive capability to hold out long enough to peck at the opponent's characters I eventually pulled off a win. It was a long game. If my opponent had rolled moderately it would have been close, and if they rolled well, they probably would have eaten through my defenses too quickly. Given this, I feel like the deck needs more weapon upgrades to balance its defensive capability. So, with that in mind, I made the following changes:

2x Lone Operative for 2x DL-44 2x Jetpack for 2x Holdout Blaster 1x C-3PO and 1x Maz's Goggles for 2x X-8 Night Sniper (this choice may hurt my ability to get the very useful former 2 cards out, but, it does increase the possible speed and amount of damage output I feel like I need. Ascension Gun may be a better choice than the X-8's to cycle through the deck with its special if I can't get or control my battlefield, but first, we'll see how these change ups work.

Second play test after the above changes, another win against the same opponent and deck, this time much much closer. Adjustment:

Removed 2x Energy Slingshots and replaced with 1x C-3PO and 1x Maz's Goggles.

I felt that these were just too important for dice manipulation in this deck and needed increased ability to draw, or replace if removed.


Thank you!

5 comments

Icarus 105

Why haven't you included any Holdout Blasters, DL-44 Heavy Blaster Pistols, or stuff like Loth-Cat and Mouse and Electroshock? I'm worried you wont have enough damage or dice control. With Sabine deck running around, you'll probably want something that can stop the Thermal Detonator plays.

Rassilon5x5 10

Thanks for the input. As to no Holdout Blasters or DL's, it's part of my experiment to rely on the character dice, and no pay side upgrades, and focus on the long game. I get the sentiment, it will probably make mitigating my damage dice too easy, but we'll see. What would you replace them with if you slotted them in? No LCAM and Electroshock because I'm focused on pushing them to re-roll lots of dice and then discard to re-roll again. the fore mentioned cards only get rid of four dice, one of which lets them choose which die I loose, the other doesn't stop any heavy hitting dice. With regard to Sabine, now that you can discard zero cards, you can break her cycle that way. How would you go about stopping the Thermal Detonator plays? Thanks again!

Icarus 105

I'd take out the sling shot and jet pack for dl-44 and hold out. I've never been a huge fan of Lone Operative so ditching that for the LCAM would mean you deck cost curve wouldn't change and in my opinion would be more reliable

Rassilon5x5 10

Okay, first game against Ciena/Guavian/2x FO Stormtrooper was a win, however, my opponent rolled horribly most of the time, and while I held out easily, I returned little damage and it took forever to finish the game lol! So, realizing to DO need more oomph, I replaced the Lone Operatives with DL's, the Jet Packs with Holdout's, and took out one each of C-3PO and Maz's Goggles and replaced them with 2x X-8's. A bit worried C-3PO and Maz's Goggles need a better chance to pull as they really help manipulate the dice, but, the possible increased damage output may be more important. Thanks!

Rassilon5x5 10

After my second play test against the same deck, another win, but this time a very close game, I removed the 2x Energy Slingshots and replaced the C-3PO and Maz's Goggles I previously removed. I realized I that I really needed better access to them to make manipulate dice.