ePhasma2 Bala Guavian

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

Dr.Evazan 48

Idea is similar to Rainbow 5's. Get as much ranged damage in the pool as possible. Why I like this over 5's:

  • ePhasma's dice are the best value in the game
  • 3 extra health
  • Guavian has 2 black R sides for the modifiers compared to Ree.
  • Guavian has the inherent action to pull a shield off a character in a shield heavy meta
  • Guavian's action can get around Running Inference lockout plays
  • No great target between Bala and Phasma, especially when you load the target up with redeploy.
  • Add Phasma's blaster.

Disadvantages:

  • lose a dice (I calculate it to be a Ree dice lost because Phasma's is so much better than both Bala and Ree.
  • lose Nightsister's ability to reroll
  • lose access to Blue.

The gameplan is generally to get On the Hunt and redeploy weapon out first round.
I have found it is more successful (if given the choice between discarding for damage and taking resources) to horde resources turn one than focus on damage, then load up on upgrades round 2 and go for the kill.

Upgrades:

  • Phasma's blaster is a game ender if you get it on Phasma turn 1 or 2. It is such a powerful dice and with Phasma (2), Bala and LL-30 all having R fixing - you are getting that +3 reliably.
  • LL-30 and holdout. Other redeploy weapons obvious. Holdout over F-11 because of Gray for Kylo2.
  • DH-17 - baby blaster for extra damage when you get it and on the hunt. Ramps into Phasma's blaster or redeploy. Love seeing this in opening hand.
  • On the Hunt -- in shield reliant decks (Palp, blue hero, R2P2) I mulligan for this. Removal plus stripping all shields is incredibly powerful in this meta for 1. I put this on Guavian turn 1. If my opponent decides to go after Guavian on t1 instead of the other two characters I am well ahead because of the damage output of the other 2 and Guavian's 9 health feels so much more than 8.
  • X-8 - i Find necessary to fix black sides, pay 1 for the +2 to kill and trigger Bala.

Events: -Bait and Switch (obvious, especially with Guavian's 2 +1Resource sides)

  • Doubt - Grey and 0 Cost (deck does feel resource starved)
  • Sound the Alarm - as above, plus this card is really great generally
  • E-shock (obvious)
  • Friends in Low Places - seeing opponent's hand and taking the scariest 0 - 1 cost event out is invaluable in my opinion. Especially targeting removal that will disrupt a chain of modified damage.
  • HDLY - obvious
  • Truce - obvious
  • Tactical Mastery - the ability to roll out and resolve right before a character dies, then redeploys is massive. The "Spot Red" seems to always catch me off guard when Phasma is targeted first and I forget that it is a spot red. Partnership may be substituted here because a) its free. b) you can see your roll before deciding to pay 1. c) it can activate a support (which I dont have right now in this deck, but if Backup muscle goes in, that can generate action economy). I would lose the flexibility of tactical mastery into a focus and resolve for the win. Still debating.

Supports: -Salvage Stand -- I love how this card alters the game. If this is out, and especially if 2 comes out, your opponent plays differently. They spend immediately rather than wait, pay for mitigation and then upgrade if extra resources. I took this out and put Imperial HQ in, and after one day switched it back.
Other considerations:
Backup muscle is another card that I seriously consider adding in, especially in a meta with Docking Bay looping supports (Honour Guard...), you get a juicy target. the Stolen Cache. Resources at will is needed. It slow though... but it loops. Truce over this for more. Think the pressure salvage stand puts on opp is more advantageous than Stolen Cache at this time.

2 comments

Ramin2-D2 550

would recommend F-11D for more redeploy

Dr.Evazan 48

@Ramin-2D2 That was in the deck - but the question is what comes out? Holdout blaster is a better option IMO, as it has 2 black sides and is grey for Kylo2 defense.

The LL-30 and X-8 are extremely important to this deck. The DL-17 is needed for the 1 cost upgrade to ramp and to play and keep removal etc.