General's orders

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

Jorgyn Ryys 190

I like it. But I would include a Darth Vader's TIE Advanced instead of the Speeder Bike Scout. You also have very little removal. Adding The Best Defense... or Deflect will bolster your defenses if you get shafted on the draw. One question, why Premonitions? I know what the card does but I don't see how it applies here. I would also consider running Ciena Ree - Adept Pilot at elite and only running a single die General Veers - Field Commander. You are going to want her resource sides more than you know. Especially to fund the LR1K Sonic Cannon and Darth Vader's TIE Advanced. Also I would drop Chance Cube for Imperial Discipline as you dont have to pay to roll it out and it can guarantee a side or a side.

Just my $.02.

Fredpswartz 45

I'm not the builder, obviously, but I reckon premonitions is in there to get a fat support out for free, which achieves the same goal as elite Cienna if he were to build that way. Same with the Speeder Bike Scout being his preferred die removal. It's slower but arguably more reliable than a removal event since he can set the die to it with elite Veers if he feels the need to. I can imagine a nice set up where on turn 3 of every round, after activating the Scout and Veers (possibly turn 2 with Lead by Example) he removes one of Veers' dice to set the Scout to removal to remove his opponent's key die. Every round.

Jorgyn Ryys 190

@Fredpswartz I see what you are saying but unfortunately the meta is just too fast for General Veers - Field Commander action to really do anything. Its 2 actions you are taking to remove one die. I have tried several builds with vehicles and Speeder Bike Scout is just too slow for removal. Only having 2 removal cards total is going to hurt you in the long run. If you get shafted on the draw General Veers - Field Commander or Ciena Ree - Adept Pilot is going to die instantly. 9 HP is easily one shot and losing your character that ramps or your character that can apply pressure on turn one is going to make this deck fall apart before it can get up to speed.

Vehicles are inherently slow and there really isn't much you can do to speed them up, other than copious amounts of ramp. You could swap General Veers - Field Commander for a Guavian Enforcer to get access to yellow for more removal i.e. He Doesn't Like You or Friends in Low Places and Hound's Tooth (arguably the best vehicle in the game) if the builder is stuck on red/blue than Doubt is going to be one you should use along with Sound The Alarm. Both cards being Grey can stave off Kylo Ren - Tormented One ability.

Also being 3 characters the likelihood that you will be able to claim effectively or with any amount of consistency is very small. You need to with the roll off and Weapons Factory Alpha - Cymoon 1 only gets you one turn. You just can't claim fast enough to make it worth while. You need to roll out vehicles and resolve them asap and most people that play against this deck will mitigate your vehicle damage and leave your characters dice alone. I will let you remove a veers die to get to your special, or chosen die side and then remove it. So in essence I removed two of your dice for one card. The trades just are not efficient enough in this build.

Tactical Mastery looks amazing on paper but in application that one resource is better spent on the AT-ST or any of your other pay sides. The issue here is there is nothing you can do about dice other than cutting Nightsister

If I were playing against this dice I would go for Nightsister first, followed by Ciena Ree - Adept Pilot to reduce your income and finally General Veers - Field Commander for the win. With using his ability to die sides I don't have to worry about removing his dice as you will be so far behind you will be forced to use his dice to get any amount of damage off with any regularity thus cutting into your and generation.

Fredpswartz 45

I know little of "the meta," to be honest. I'm far too casual a player to have a good grasp. One of the best compliments I ever got back in the days of Magic the Gathering was that I was a good player trapped in a fun player's body if that gives you any insight into how I approach deck building :-)

It is true that vehicles are slow, so I agree that more removal would be helpful (What's your meta like, Fuzzy Wookiee?). Tactical Mastery out and either Doubt or Sound the Alarm in? Then what about something cheeky like Immobilize or Force Stasis instead of Chance Cube, or are the resources from the cube that vital?

Jorgyn Ryys 190

I hear you on "good player trapped in a fun players body". I do the same thing. I have been on the vehicle train since EAW so it's something I know pretty well. There are very few permutations of the archetype that I haven't tried. I assume everyone is competitive to some degree so I suggest the cards that wouldn't necessarily win the game but can give you a good chance at doing so.

Even if you're a casual player it's fun to win lol.

Fredpswartz 45

I will find a way to make Smuggling Freighter useful. One day. And, having just seen the new Legacies spoilers, on the subject of fun - Greedo + Grand Inquisitor + Price of Failure, anyone?