The Red Army

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

listontj 73

Born out of desire to play four characters and the card Endless Ranks, these four fighters form a great team specializing in ranged damage. The action in this deck is largely after your opponent claims the battlefield and can deliver mass amounts of damage right off the bat.

Endless Ranks: I wanted to play Endless Ranks in this deck, but it just was never an good economic choice. Resources are valuable. I could either buy supports or play this card... not both. Goodbye Endless Ranks. See Possible Alterations.

Characters: These character dice have 3/6 chances for damage and 1/6 chances for resources. Both are key elements of this deck. A combined total of 28 life is very powerful and Tie Pilot's ability protects all of the ranged damage you are able to roll.

Battlefield: There are several decent options for a battlefield but it seems that Garel Spaceport - Garel is the best. Primarily, it usually isn't great for your opponent. It is only good if they had left dice on the table. That's fine. We wouldn't want them re-rolling and finding damage. On the off chance that we do claim it, we can remove one of our unused modifier sides for some resources.

Upgrades: No upgrades!? The characters, as a team, are strong. Individually, they are pretty easy to beat. Sometimes going from full health to dead in one action phase. Upgrades disappear too easily! It was essential that any upgrade has redeploy and the upgrades that are red and have decent ranged damage were sparse. Thus, I committed to never claiming the battlefield and making up for this lack of upgrades with strong supports.

Supports: The supports in this deck are its lifeblood. There are two types of supports: the damage-doers like AT-ST, First Order TIE Fighter, and Z-95 Headhunter, and the helpers like Imperial HQ and Tech Team. Get these onto the battlefield ASAP and use them to create massive ranged damage blasts.

Events: Many of the events are used to control your opponent. While your opponent is activating characters and attempting to correct dice, you will play control and start to activate your many characters and supports. You will definitely have more to do than your opponent. Let them claim and then you are free to fix up your dice and deal fatal blows. Some Events help with resources to get out more supports.

Possible Alterations: This deck may be improved by switching the characters to 3 Death Troopers. This would increase the combined health to 30 and lessen the need for non-modifier damage and resource costs. The amount of damage done in any one action phase would be lessened, and Tie Pilot's ability would be missed. This may make the card Endless Ranks better. Five resources to revive 10 health points feels pretty strong. Only testing will tell.

Perhaps a Guavian Enforcer could replace a Tie Pilot to add the color yellow to the deck. This would allow for the better Upgrade - Weapons with redeploy (see Ezra/Sabine decks)

Rocket Launcher is a strong upgrade that might be worth the risk of losing it. Combining this card with Imperial HQ is sweet, but the lack of redeploy is startling. Putting it on Tie Pilot tempts an opponent into going after it. This is good because an early loss of the Stormtroopers makes things very difficult moving forward.

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