Card draw simulator |
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Odds:
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Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Mother and sons of mandalore (7-1 in tts league season 7) | 7 | 5 | 2 | 2.0 |
ussgordoncaptain 117
Hey guy's ussgordoncaptain here, if you have played me on tabletop simulator recently you know I have been grinding games with this deck for quite a bit.
Characters
Talzin: Effectively a 3 die character in this deck, a lot of deckbuilding decisions were made with regards to her abilities constraints. She was among the most powerful characters in the previous format, and she made a ton of different archetypes successful.
Mandalorian super commando: I seriously do not understand what FFG was thinking when they made this card. The card effectively states Power action: deal 1 damaage. Which makes the super commando an "elite" character for just 9 points. I make some minor deckbuilding concessions to make it work but the raw power level of this card is incredible.
The battlefield
Fort Anaxes allows for Talzin to survive longer in the games where you don't start with shields. This deck is fairly slow, so playing a passive battlefield is a must.
The cards
The cards can be thought of in 4 main packages Removal (10 cards) I choose the most efficient pieces of removal I can find. The one rule is that none of the removal can say Spot a Blue character since Talzin is frequently the first target to die.
Healing/defense (6 cards) I consider these cards to be separate from the main removal package. They allow one to resolve resources and then play these to prevent a character from dying. Removal requires the dice to still be in the pool if you wish to stop it. This allows one to be slower, getting the resources with chance cube then putting the mitigation down, this is key vs action cheating like Obi-wan+swiftness+concentrate,
Chance cube (2 cards) Chance cube is the engine that runs this deck. There are 2 very imporant fucntions of the card. First it allows for the Super Commando's to get their triggers for free,this turns Super Commando's downside off a key feature of the card. The second function and often the more important one is that with Mother Talzin it is a resource engine. Generating resources is highly important in this deck, on a typical turn one will draw 5 resources worth of cards and this deck's character dice only generate 0.3 resources a round, leaving a 2-3 resource shortfall every round. Chance cube convienently generates 2 resources on net at the cost of mother talzin's focus. Without the resource generation, this deck is stuck playing 2 cards a round, but with the resource generation the number of cards played in a round dramatically increases.
Offensive cards (12) There are 8 1 cost equipment/weapon cards these are the bread and butter for the commandos. With the emphasis on cheap dice upgrades the dice pool quickly builds, and it is hard to mitigate them since it's a bunch of dice individually showing small numbers rather than a few big dice. Backup Muscle is there as another damage source and it allows for sick endgame plays involving guaranteed kills with commandos. Relby-V10 Mortar gun is the only 3 cost upgrade in the deck. It is a necessary inclusion as it functions as a powerful endgame/midgame tool. It is hard to afford the card without chance cube in play, but if you do have chance cube the card is great. It allows for focusing to damage while still playing around easy pickings. The secondary way of getting relby into play is by overwriting a 1 cost upgrade from a commando with it. This is sometimes a good idea when damage is at a premium while the rest of your hand is mediocre.
Playing the deck
Mother talzin's focus is best used on chance cube, and Relby if relby did not roll a 2 or +3 side. Discarding to reroll is generally very weak in this deck as all the sides of character dice (and almost all the upgrade dice) are black and have few blanks. Therefore Resolve resource sides rolled and try to avoid focusing them away, instead use focus on super commando's sides and turn them into the 2 gun side.
If you are facing a snoke deck make sure to keep removal in hand, instantly remove any resource side that you see on any die. If you can deny snoke his ramp snoke's power diminishes greatly.
Against easy pickings decks resolve all 2 gun sides in sequence, it is ok if easy pickings hits 2 1 gun sides, but if it hits 2 2 gun sides it is a disaster.
notable exclusions:
Free for all: in 17th place sadness this was a great card due to bala tiik's trigger, but in this deck I'm almost always resolving all of my dice every round for damage anyway so free for all never did anything in testing.
Sith holocron, the force powers are extremely awkward with super commando's, you can't hardcast them so they rot in your hand unused. Rerolling in this deck is generally quite weak anyway so the force powers end up getting wasted a good portion of the time. I'm sure somebody somewhere may find a way to use holocron since it's such a powerful effect, but for now I'm on 0 holocron and am maximizing the number of 1 drop upgrades instead.