Helicopter Parent (OTK COUNTER) with Deck Analysis

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Mother Stormtik 0 0 0 1.0

Destiny Deck Analysis 271

Helicopter Parent (OTK Counter) with Deck Analysis

Characters

Mother Talzin - Nightsister Matriarch: One of the most interesting characters in the game, Mother Talzin - Nightsister Matriarch provides you the ability to focus a die, should the top card of your deck be an odd number. This provides incredible consistency and helps to ensure damage. This deck contains 22 odd costed cards and 8 even costed cards. This provides you with anywhere from 68% to 88% chance that the top card is an odd number.

Bala-Tik - Gang Leader: Immediately becomes the target as a result of his potent character ability. He also acts as a strong counter to OTK style decks, which typically look to The Price of Failure one of their characters first turn.

First Order Stormtrooper: This character has 3 unmodified damage sides, which ensures that you are able to utilize your modified damage dice. The First Order Stormtrooper also provides you access to upgrades such as the DH-17 Blaster Pistol.

Upgrades

DH-17 Blaster Pistol: With the same damage sides as the Holdout Blaster, this upgrade is odd costed and perfect for this deck. The trick is to play this upgrade on the two die character not targeted by your opponent. So, if they choose to focus Mother Talzin - Nightsister Matriarch, play it on Bala-Tik - Gang Leader and vise versa. This ensures that you can eventually ramp it into a redeployable weapon, before the character is defeated.

Holdout Blaster: With ambush and redeploy, this upgrade provides both speed and functionality in this deck. Its resource side also plays well into Bait and Switch. Though it is even costed, the redeploy is necessary and potent in this deck.

LL-30 Blaster Pistol: Similar to the Holdout Blaster, this upgrade has both ambush and redeploy designations, which allows you to move it between characters when one is defeated.

Battlefield

Ewok Village - Endor: With little unblockable damage but for Backup Muscle and Frighten, Ewok Village - Endor allows you to clear out shields from frustrating hero damage or mill decks that include a blue character. This makes cards like Caution and Defensive Stance substantially less useful and help to limit the effectiveness of characters like Qui-Gon Jinn - Ataru Master and others.

From a strategy perspective, you should choose your battlefield if your opponent is playing a deck you know to be shield heavy, like Hero Mill, Hero Vehicles, or anything Hero Blue. Otherwise, unless their battlefield is a key component of your opponent's strategy, you should choose their's to give Bala-Tik - Gang Leader and Mother Talzin - Nightsister Matriarch an additional point of health.

Supports

Backup Muscle: This card provides three unblockable damage for a single resource, which is the most efficient damage card in the game. Additionally, since damage from this card is unblockable, you can play it late in a round, exhaust it, then exhaust it as the first turn the following round to defeat a character with two health or less. Late game this proves to be very effective.

Nightsister Coven: With five character dice yourself, it is already statistically very probable that you roll a blank, but when you considered your opponents dice, this card becomes almost a guaranteed damaged each round. Additionally, since it has an immediate effect, if an opponent has the initiative and activates one of their characters, you can defeat their character if it has one health, assuming they roll a blank.

Events

Bait and Switch: This card provides an unexpected burst of damage when your opponent least expects it. Since each character has one resource side, it is proves to be very consistent.

Feel Your Anger: With many decks running Chance Cube or many upgrades and supports, this card has the potential to remove upwards of 4 dice (or at least that's the most I have ever removed).

Flank: With three characters, you should consistently have more characters ready than your opponent, which allows you, even late during a turn, to remove a die.

Frighten: This is the solution to blue hero decks, as it allows you to remove three shields from any number of characters, then gives you an ambush action to deal a massive amount of damage to your opponent. This puts seemingly undefeatable characters within reach.

Overconfidence: The versatility of this card is what initially drew me to it. You can re-roll two dice, then remove the lowest and you choose in the case of a tie, thus it proves to be incredibly effective against specials.

The Best Defense...: This card helps to draw damage away from your primary characters and helps to ensure you can use Bala-Tik - Gang Leader's ability at least once before he is defeated. Though you take three damage in the process, it still is well worth playing.

The Price of Failure: The backbone of this deck is The Price of Failure, as it provides the burst damage required to crush serious decks like Sabine/Yoda or Hero Vehicles.

Vandalize: With five character dice, this card allows you to discard key upgrades from play like Force Speed or ID9 Seeker Droid, while not sacrificing too much damage. It is also nice, if your character dice are showing blanks, to remove them before your opponent can play Feel Your Anger or if you are preparing to The Price of Failure or use Bala-Tik - Gang Leader's ability, to be able to remove those dice to then re-roll them on the second activation.

Witch Magick: As this deck has 24 odd numbered cards, it is statistically probable that this card will result in two to three healing. Which is nice to decrease the damage on either Bala-Tik - Gang Leader or Mother Talzin - Nightsister Matriarch.

Strategy

The way I like to start the game is by mulliganing for even costed cards, to increase the probability of Mother Talzin - Nightsister Matriarch's ability hitting. Consequently, great cards to have in your starting hand are a Holdout Blaster or LL-30 Blaster Pistol blaster (or two to be honest), Bait and Switch, and The Price of Failure. Force Illusion or Flank are good mitigation cards to have in your starting hand as well.

My first action is typically activating the First Order Stormtrooper, then I follow that up by playing a two cost blaster on Bala-Tik - Gang Leader and activating him. This forces your opponent to face upwards of ranged damage before you roll in Mother Talzin - Nightsister Matriarch. If they mitigate your dice, you can then activate Mother Talzin - Nightsister Matriarch and still potentially deal upwards of 10 damage to your opponent first turn.

After the first turn, the focus should be primarily on mitigation. This character combination can deal 10 damage with just character dice, which is more than most decks, so take advantage of that. When you add an LL-30 Blaster Pistol or Holdout Blaster, the damage potential increases. This frees you to use cards like Backup Muscle and Nightsister Coven and still have an additional resource to mitigate your opponent's dice. Mitigation is important because your goal is to use Bala-Tik - Gang Leader's ability once and The Price of Failure twice, which requires you to defeat a character before Bala-Tik - Gang Leader is defeated and then be able to The Price of Failure him.

Once you The Price of Failure Bala-Tik - Gang Leader, redeploy your weapons to Mother Talzin - Nightsister Matriarch and deal a second devastating punch with her character and upgrade dice. Late game, you can either The Price of Failure the First Order Stormtrooper or you can redeploy the weapons to him when Mother Talzin - Nightsister Matriarch is defeated to deal the finishing blow.

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