Rainbow Delve (Trilogies)

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

jakeisdeeplyamused 10

This untested deck revolves around using Delve to power out game winning Big Supports (Planetary Bombardment, Vader's Fist, or Pirate Speeder Tank). As such, mulligan hard for Delve and one of those Supports. In the cases where you end up with Big Supports but no Delve, Plan B is to hardcast those supports with the help of resource-oriented upgrades, resource-oriented character dice, and various opportunities to turn one's die to .

UPGRADES

Some might prefer to run Well-Connected instead of resource-oriented upgrades, but I prefer the value of adding cheap dice to the pool, which might add multiple over the course of the game. The sides are also important for ensuring that your Big Supports are actually able to live up to their investment. Finally, Dark Counsel and Bartering have a with card draw, which provides greater opportunity to draw into Delve + big support. These upgrades do not have redeploy, so make sure that you place them on the characters receiving the least heat.

CHARACTERS

Obviously, Mother Talzin - Nightsister Matriarch will be your opponents' primary target, as she is elite. Most of your firepower comes from your Big Supports, so, while losing characters will be stressful, it won't represent a major loss in momentum. This is the strength "vehicle decks" have come to be known for. Mother Talzin - Nightsister Matriarch will only have about a 50% chance to provide a free (without Cfrystal Ball), but she remains an under-costed character who consistently provides support for your Big Supports. Nute Gunray - Separatist Viceroy is a reasonable Command character who has multiple sides, , and a double , which can sometimes stall the enemy for much of a round. His passive ability will probably do nothing, in most games, though perhaps a Plan C could be a stalling mill plan (keeping in mind that Bartering can be used to force the opponent to draw). I don't expect opponents will target him first unless he is immediately upgraded. Val - Headstrong Renegade is simply the yellow character that provides the most sides and health for 10 points. If she is targeted first, it is likely because the opponent has particularly strong feelings about having their stolen or shutting down cards like Entangle.

SUPPORTS

Bubble Shield is a must in the Trilogies format. Separatist Landing Craft provides an opportunity to generate resources early (Plan B), or to stall long enough for Big Supports to win the game. Adding a Battle Droid may feel weak, because the die sides are so awful, but it's really just adding 6 health to your team, so that your supports battle one extra turn more, or so. Count Dooku's Solar Sailer is an underplayed vehicle that draws into Big Supports, funds them, and focuses them to their best sides. Umbaran Hover Tank is not a Delve target, but it is a game-winning threat against some wide teams, and thus represents too great of an opportunity to pass up. The Big Supports are simply the highest damage dealing Villain cards in the game, barring Shadow Caster, with its mod-hungry deck-building constraint.

EVENTS

Beguile and Entangle are 2-for-1's, which the deck desperately needs, as it gives less space for dice mitigation than some decks. Hidden Motive, Nature's Charm, and Sound The Alarm provide cheap interaction that doesn't slow down the rain of Delves and supports. I've included more Nature's Charm than Sound The Alarm, because I'm more concerned with enemy specials than traditional damage sides. The team has a hearty 27 health, but the specials of Leia Organa - Boushh, Force Wave, and Umbaran Hover Tank can spell a quick death. Respite may seem an odd include, but it's a fine way to cash in Nute Gunray - Separatist Viceroy or Val - Headstrong Renegade for the round, effectively ensuring a side, saving you a turn in cashing it in, and drawing deeper into the deck, to assemble the Delve + Big Support combo.

BATTLEFIELD

Landing Dock - Scipio seems to be the best choice for a deck that (a) has little expectation of claiming the battlefield and (b) hopes to play some vehicles along the way. If you are lucky enough to win the initial dice roll, you won't stress too much about the benefits your opponent gains from inevitably claiming this battlefield.

RECAP

Plan A: Delve into Big Supports early.

Plan B: Play a long, fair game of resource accumulation that is spent on supports, and, eventually, Big Supports.

Plan C: Stall the opponent long enough to deck them.

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