Money is Power (w/ write-up)

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

SwagonBallZ 630

Overview

The core concept of this deck is that we want to have the ability to convert all sides (except blanks) of our characters into damage. Both Lando and Ackbar have identical symbols, 1 ranged, 1 focus, 1 discard, and 2 resources and our plumbing is structured as such:

  • : raw damage
  • : can spin into damage or other sides that can be piped into damage, depends on your hand
  • : can blow away opponent's hand for both defense (by removing damage from hand cards and rerolls) and, through Ackbar's ability, damage.
  • : we have a solid variety of cards that increase either our Discard or Ranged dice side values, each of them will translate at minimum 1Re = 1Dmg. Additionally we build our board state for an early/mid-range kill.

What this also means is that we do not have to reroll anything but blanks and with there being plenty of focus we will rarely have to do that at all anyways. If we run into a long-range defense heavy deck we can instead go for a mill win condition, using damage for mitigation instead by removing a key character. Obviously this isn't ideal but we are capable of being pretty flexible.

Cards

Characters

  • Lando Calrissian - Galactic Entrepreneur: This young man is a money making machine, and we are almost always going to spin his dice to his 3/1 sides. The deck is going to lean on the resource hungry side, esp compared to most decks, but we are more than capable of feeding it to the point of excess which we can bleed off with Energy Slingshot and/or X-8 Night Sniper.
  • Admiral Ackbar - Perceptive Tactician: He has easily my favorite ability in the game as it allows us to make our defensive strategy (via discards) also be an offensive one. We want to use all of our cards in our hand so the 2 focus helps us correct our blanks instead of rerolling.

Upgrades

Engine: We have a pretty lightweight engine to build and the deck does not really rely on it to be successful, but it does improve our consistency and efficiency throughout the game if we can land it early. I tend to hard mulligan for this only because the deck is flexible enough to play just about any hand so we don't need to hold onto any other things. Its only components are:

  • Maz's Goggles: This is an incredibly efficient card, we get extra focus sides to help set up for our events, we get resource generation, and we get targeted discard and hand knowledge. And for only 1 resource!? A slam dunk in all aspects.
  • Tactical Aptitude: This is slightly less important, but it helps bring consistency to our plays. We can roll out our characters, then proc this to craft our hand to what we rolled. Did you pull a Commando Raid and not roll a red discard or a focus? save it for later. Did you pull a Rebel way too early? tuck it away for the late game.
  • X-8 Night Sniper: This is our main weapon, if you don't land a focus you can always spend a to fix it to whatever fits the situation. Worst case scenario we can spend 1 to fix to the 3/1, then resolve for a total 2 = 3 trade, which is a net positive.

Other:

  • Energy Slingshot: This gives us a means to bleed off our excess should you have a low-cost hand. Unless you have a ton of resources lying around I wouldn't proc this ability unless you are capable of resolving at least 3 sides of this with some effect (so don't proc if they have no cards in hand and no resources). You typically only want one of these out at a time, having two only really helps give more reliable plumbing to pump your resources into (as the odds of double blanks are much lower than a single).
  • Lone Operative: This gives us a little staying power on top of the other dice sides directly contributing to our core objective. This may be worth hard mulling for against an aggro matchup just so you can tread that one extra round and build your board state to overwhelm them mid-game.

Events

"Pump" Events: These are responsible for pumping up the value up on our dice sides are are:

  • "Fair" Trade: It may not seem like it at first but we can use this as a pump card with additional disrupt. We can do clever tricks like spending all our resources on an X-8 Night Sniper and ambush into this to get them right back and rob our opponent. Also gives us a means to defend against Crime Lord and Buy Out.
  • Commando Raid: One of my very favorite cards that unfortunately does not have many targets as of now. Really works well with Admiral Ackbar - Perceptive Tactician, even if there is only 1 side there.
  • Direct Hit: Pretty self explanatory, 2 = 2. I like to hit this with Rebel when possible to continue to pump the resources into damage.
  • Natural Talent: A more flexible but less impactful Commando Raid or Direct Hit. Can hit this in a pinch on things like Lando's 2/1 or even Ackbar's 2 side.
  • Logistics

Removal Suite:

  • Electroshock
  • Negotiate: Gives use to those pesky blanks should we not roll enough focus
  • Rebel Assault: Arguably the best value removal in the game, use to pop off dangerous dice that missed their damage sides or hit resource sides to slow their ramp.
  • Threaten: Damage or Removal? either are good.

Utility:

  • Rebel: Provides even more flexibility by letting us hit any card of ours 4 times, and that card can change depending on the situation.

Flex:

Thanks for reading!

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