SC 3rd Place Rex’s Ragtag Regiment with Deck Analysis

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Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
myrex 0 0 0 1.0

Destiny Deck Analysis 271

Rex's Ragtag Regiment with Deck Analysis

Characters

Rex - Clone Captain: One of the most unique characters in the WOTF set, his ability and consistency provide this deck with a very interesting and difficult to counter play style.

Clone Trooper: Primarily included to trigger Rex - Clone Captain's ability, the Clone Trooper's damage sides and re-roll ability are just additional reasons to include him in this build.

Hired Gun: Providing access to YELLOW, strong RANGED damaged sides, a POSITIVE health to cost ratio, and TWO resource sides make the Hired Gun an excellent inclusion in this deck.

Upgrades

E-11 Blaster: The synergy between this blaster and the characters as well as its redeploy designation, make it a solid inclusion in this deck.

Holdout Blaster: Another redeploy weapon, the Holdout Blaster provides a bit of speed and once again the redeploy designation. The costed damage side makes this upgrade less effective, but the redeploy and action cheating proved invaluable.

Hunting Rifle: With two damage sides and a resource side, this blaster is heavily underrated as an effective weapon. Typically this is to be played mid-game on a character not being actively targeted by your opponent to add another die to the pool.

Rex's Blaster Pistol: This card's special ability shines through in this deck, as it guarantees you can activate another character, assuming Rex - Clone Captain has not been defeated. This upgrade when combined with Hit and Run adds four very consistent dice to your pool and provides you with a re-roll and an ambush action.

Battlefield

Bendu's Lair - Atollon: Clearly the superior battlefield to play with Rex - Clone Captain, this battlefield provides you with what is functionally a 5th character die, which you can consistently resolve.

Events

"Fair" Trade: This card is a game ender. If you catch any deck sitting on a pile of resources and then simply take all but one, you are effectively guaranteed a victory.

Crash Landing: This card has proved effective at distributing damage, but only one has been included as it is not as potent as other removal cards.

Defensive Position: One of the stars of this deck, Defensive Position allows you to remove oftentimes all of an opponent’s best dice. This is an especially great card to have against Rey(2)/Luke(3).

Easy Pickings: A classic inclusion in any hero yellow decks, a well timed Easy Pickings can effectively destroy an opponents turn and momentum.

First Aid: If you can play this event round one, you have saved yourself 4 damage, if not, it is simply a field medic.

Friends in Low Places: This card provides a very interesting ability to see your opponents hand and remove what will likely be a mitigation card, thus giving you free reign of the round.

Hasty Exit: Timing this card is critical, as you want to be able to retake battlefield control, thus this is an excellent card to have round one, when you can give control of the battlefield and immediately take it back with a Rex - Clone Captain activation.

Hit and Run: Another star of this deck, Hit and Run when combined with Rex's blaster allows you to deal massive bursts of damage or set up a nasty "Fair" Trade when your opponent least expects it.

Into The Garbage Chute: Typically this is a great card to use on the Hired Gun as his die has a 1/3 chance of rolling a pay side, which you may not be able to afford after playing mitigation anyways.

Logistics: Another great option mid-game to help increase your supply of resources to play your supports, upgrades, or mitigation.

Loth-Cat and Mouse: Another single, this card is difficult to time correctly without losing out on damage, but is a good option to have, especially if you are low on resources.

Strategy

Opening hand ideally will include two weapons, two mitigation, and either fair trade or friends in low places depending on the matchup. The goal is to utilize your mitigation to control your opponent while building your board state through redeploy weapons and vehicles.

Tournament Results and Matchups

Round 1: W Snoke/Tarkin This is a combination I hadn’t seen before, but it proved to be incredibly effective, dealing 10 damage first turn through mitigation. Thankfully, with 28 health, my deck can weather indirect damage well, but it ended up being incredibly close. I presented lethal with 6 health remaining. Tarkin’s ability hadn’t triggered, thus I was only about 2 damage from losing this matchup.

Round 2: L Rey(2)/Luke(3) With a poor opening hand and an early misplay (dealing 4 indirect to Rey’s shields knowing my opponent could play a Rey’s lightsaber to replace them) I started at a disadvantage. Also I failed to predict two ripostes, which dealt me 6 damage during the game. Still, I managed to kill Luke and bring Rey to 7 damage before being defeated. This is my first loss to this build, thus was disappointed by the result. Also, both First Aids and Hit and Runs were bottom deck which prevented healing or action cheating. This resulted in my opponent being able to play a force illusion on Luke after I rolled lethal.

Round 3: W Cassian/Luke(2) The consistent indirect damage this deck can deal and it’s healing ability made this deck a concern for me, but a strong early game fair trade prevented my opponent from triggering Luke’s ability, which swung the game in my favor. A close game, but I was fairly confident this would be a victory.

Round 4: W Aayla/Luke(3) Much like the Luke/Rey matchup, I’m fairly confident going into this match. I dealt 5 first turn to Aayla, then was able to mitigate my opponent’s second turn entirely, thus it was a fairly uncomplicated victory. I had 16 health remaining when I defeated Luke to end the game.

Takeaways: with a wide variety of colors and a successful track record against top tier decks, I think it is well worth considering this deck as a real tournament threat. It’s versatility allows you to successfully handle aggro, vehicles, mill, and control decks. Give it a go if you are looking for a very tactical control deck!

11 comments

Razelll 244

If they claimed the batlefield last turn, and their first action is to power action Bendu's Lair - Atollon to roll it out. Then I believe you cannot roll it out after you take control of it with Rex - Clone Captain's ability, since it is a power action to roll it out, and power actions can only be taken once per round.

Destiny Deck Analysis 271

You are correct @Razelll. The benefit you receive if they choose to roll out Bendu’s lair is retaking initiative, which at times can be critical.

Razelll 244

Ya, it is really citical at times. I just wasn't sure if you knew that you couldn't roll it out also.

Destiny Deck Analysis 271

I actually wasn’t certain going into the tournament whether each player had a power action or if the card had a single power action, but I confirmed prior to the tournament that the power action was to be used once by one of the two competitors. It definitely was an interesting ruling and I appreciate your clarification @Razelll

Schmitty 14

What would you change in this deck going into your next SC?

Destiny Deck Analysis 271

My TTS variant includes an additional ARC-170 Starfighter, but I did not have a physical copy. I included a second Holdout Blaster instead, which I felt worked similarly well. That said, I would still add another ARC-170 Starfighter once I get another. I think the biggest thing I might change is removing the two Hunting Rifles in favor of potentially Partnership and another mitigation card. This would provide functionally a third copy of Hit and Run which would add more consistency to the burst potential of the deck (from experience, my one loss resulted from my inability to action cheat into an early game kill).

Destiny Deck Analysis 271

@Dothanite

the BEAST 1128

First Aid is not like field medic, it’s red character. I don’t see this being a big deal, but some people might go for the Hired Gun to also turn off the Easy Pickings. Also, why Hunting Rifle over DH-17 Blaster Pistol and what are your thoughts on Wingman?

Destiny Deck Analysis 271

@the BEAST Very true, but with two red characters, it functions like a field medic oftentimes in the deck. And in my final game, my opponent did target the Hired Gun first turn, while I had First Aid in hand and a resource to pay for it, which was unfortunate, but with 9 health, the Hired Gun isn't going to go down easy, and didn't end up being defeated until round 3, at which point I defeated both Aayla Secura - Jedi General and Luke Skywalker - Reluctant Instructor and played one of my Easy Pickings. As a result of the Hired Gun's health, I am not concerned if they target that character first, because he is difficult to defeat and doesn't act as a trigger for Rex - Clone Captain's ability. Also, Hunting Rifle is included over DH-17 Blaster Pistol largely because I like the resource side on the Hunting Rifle, is this a good justification, probably not. Also, if you look at the changes I would have made it the comments, I removed both Hunting Rifles from the list. And as Rex's Blaster Pistol already acts as a copy of Wingman I am not inclined to include it.

Schmitty 14

So I’ve been prepping for an SC and am considering playing this. With a special-heavy meta, I may take out Into The Garbage Chute and add Electroshock, Entangle, or possibly Flank.

Also Partnership works so well with Hit and Run, and I’ve added a second ARC-170 Starfighter which has worked wonders.

Destiny Deck Analysis 271

@Dothanite I would definitely recommend switching out Into The Garbage Chute for Electroshock or Flank and I agree that one Partnership is excellent to increase the probability of dealing a large burst of damage. Another card I would actively consider is Rebel Assault, which is an excellent and inexpensive way to remove specials. Also I’m glad to hear the second ARC-170 Starfighter is working well. Let me know how it goes if you decide to run it!