|Card draw simulator|
Odds: 0% – 0% more
|None. Self-made deck here.|
Hey friends, here's the deck I took to top 8 at the San Diego regional. I'll be talking about this deck/event a lot on this week's Jedi Trials & Smuggler's Den.
A quick rundown:
I ended 7-1 in swiss, losing to a Kylo/Talzin deck that won by milling me.
I think the reason I found success with this deck was twofold:
First, people throughout the day were targeting Rieekan first, which allowed me to focus on keeping him alive long enough to discard most of their deck, and then finish off with 3PO and the yellow characters.
Secondly, people didn't really play around Jar Jar. One of the best ways to deal with Jar Jar is to just activate him first at the start of every round. I expected people to do that, which is why I played 2 Negotiate and the Con Artist; I was hoping they'd activate him for me and then I could either immediately resolve a 2 on Con Artist or the , and if not I'd at least have a character die in the pool for Negotiate.
While Jar Jar is certainly funny, Ezra very well may have been better in this deck. Theoretically, Jar Jar could act as a free reroll for my opponent every round. That said, his die was pretty good all day, and all 5 non-blank sides of it were quite useful. Ezra's 1 and +2 would've been useless without including Disarm.
This deck is also very weak to Vandalize or other support removal such as Force Rend (which I found out in my Top 8 match against Tiny, where that single card absolutely wrecked me.). Without C-3PO, the ability for me to discard cards from hand was significantly limited.
I think not playing 2 Vandalize myself was really greedy of me. I didn't feel like there were many upgrades or supports I'd want to destroy other than an opposing C-3PO, so I didn't bother. However, in the Top 8 it would have allowed me to discard Tiny's Force Rend and likely win those games (I was 2/3 against Kylo/Talzin without Force Rend).
Scrap Heap - Holy crap, so much money!
Easy Pickings - Broken.
Into The Garbage Chute - Not quite as broken, but still broken.
Fall Back - Won me at least 2 of my games.
Hyperspace Jump - Won me every Ancient Lightsaber game.
C-3PO - I don't really need to elaborate here.
Con Artist - Every game I had it early, it milled 6+ cards.
Cards that weren't as useful as I'd hoped:
All Quiet On The Front - I only actually used this card in 2 or 3 of my games. Most of the time, I just didn't need it and milled fast enough anyway. It was nice to have, but I don't think it is 100% necessary for the deck.
Flank - I occasionally didn't meet the requirements for Flank after my opponent activated my Jar Jar. Still good, but something else might be better.
Negotiate - A couple times, this card was a blowout, but with the number of dice that people are getting on the board, it loses quite a bit of value in some matchups.
Edit: Cards I considered but didn't make the final deck:
Vandalize - this is the card I wish I had put in the deck, reasons for why I didn't are above.
Strike Briefing - Great for dealing with Ancient Lightsaber or just removing a key card from your opponent's deck while milling them. Overall too low impact and Hyperspace Jump did a good enough job of finishing the Ancient Lightsaber games, so it got cut.
My goal was to Top 8 a Regional with Jar Jar, so I'm quite happy with how the day went.
Again, if anyone wants to hear more about the deck and my matches, check out The Jedi Trials & The Smuggler's Den this week :)