Veni, Vidi, Abiectis

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Self destruction 0 0 0 1.0
Self destruction 0 0 0 2.0
Padmé / Saw ... Youtube channel: FORCE SHOW (episode 2) 1 0 0 1.0
Veni, Vidi, Abiectis - with cards i have 1 0 0 1.0
Indiscriminate Carnage. 0 0 0 1.0
Stop Hitting Yourself! 0 0 0 2.0

SirMouse 118

At a glance, you may be confused to look at this deck list. Perhaps you're even tempted to scoff at it. And you know what? I wouldn't blame you. After all, when I was putting this deck together, it was nothing more than a fun idea that I didn't really expect much from.

Until I tested it.

You see, up until a few days ago, I had a mistaken understanding of Saw's special. Namely, I'd assumed you had to discard a card from the OPPONENT'S hand to deal indirect. But once I realized it could be your OWN hand, the idea for this deck began to form in my mind. And once I tested out a version of it...I felt the need to share my findings.

See, on paper, rolling all this indirect and resolving specials for a potential 4-6 damage a pop certainly SOUNDS fun, right? But surely it isn't actually extremely consistent (as well as extremely fast) in practice...right? Surely you can't naturally roll out a maximum of 12 indirect on round 1, turn 1 (with the help of Military Camp - Kaller ), right? And SURELY you can't resolve double Saw specials for a total of 8-12 damage, right?

Simply put, this deck is fast, surprisingly consistent, and downright SCARY if you're playing any deck that takes time to set up. Because Saw and Padme? They don't wait up. In fact, ALL of your damage will likely be coming from their character dice, and it can be enough to take out most teams by the end of round 3 (barring a deck filled to the brim with mitigation).

[The Gameplan]

So what's the key to victory? Simply put: Have those expensive cards in-hand to maximize potential damage for when you can resolve Saw's specials, while also balancing some mitigation to maintain control of your opponent. If they ignore your dice, you will be doing a very high amount of damage to them very quickly, and if they decide to mitigate, there's only so much damage they can avoid. Padme's focus sides are key because they force your opponent to guess if you're going to use them to turn dice or simply hurl indirect at them, and oftentimes their choice of how to respond makes it easy to decide what to do next. In the end, the goal is to pressure them to use pricey mitigation early, which forces them to tap into resources they'd planned to spend to build up their board-state, and in turn gives you a huge advantage going into the following round(s).

A few tips, though:

  • Make sure you're starting the game with at least 2 mitigation cards in-hand (if you're playing on your battlefield, Hasty Exit is a great card to have on-hand; otherwise, an Easy Pickings and/or a Near Miss can be of great help during the first round), as this will help you control what your opponent can do early on while still forcing them to deal with the scary character dice in your pool. Remember: The key is PRESSURE, which is created when you're mitigating key dice WHILE threatening with damage of your own!
  • View all of your cards that cost 4 or more as that number of indirect, as the purpose of those cards being in your deck is to have them available to be discarded for damage
  • If you have the resources to spare and happen to draw it, Padmé Amidala's Royal Starship can be a great die to have in your pool, both to build pressure and maximize potential damage with its focus sides, as well as provide an extra bit of protection with its card ability
  • Explosive Tactics is probably the riskiest card in the deck, but if successful, will be throwing 4-6 indirect at your opponent, which can turn the tide if they've been mitigating Saw's dice well
  • Rigged Detonation is a great way to punish a player who's been trying to save up resources to play a big card, but don't be afraid to discard it if you notice your opponent doesn't tend to stock up on resources
  • Sieze the Day can be downright nasty if you have Military Camp - Kaller, as you can roll in both of your characters and have a significant chance of being able to resolve all four of them before your opponent can do anything about it (I rolled a natural 10 indirect when playing a friend last night)
  • Lastly, Unfetter can be a painful surprise for the opponent, especially if they've just spent all their resources and mitigation cards to deal with a Padme who has now been re-readied.
  • If you're in a spot where you have to decide to go for Saw's special or his indirect sides, take a look at your hand first - the special may not be worth the risk if you have any 0-2 cost events in your hand that may be discarded (remember: it's a RANDOM discard, so your opponent still gets to "choose" what you discard!)

[In Conclusion]

Saw/Padme is a fast, aggressive deck that can maintain a surprising amount of control over the battle if you play (and discard) your cards right. The key is a BALANCED opening hand (generally, a 2 mitigation cards to 3 high-cost cards ratio) that will allow you to discard for big damage without leaving you defenseless if your opponent rolls hot. And of course, this is just the first version of the deck, so any constructive criticism or general feedback would be appreciated.

Thanks for reading, and let me know when you get a chance to try it out! :)

15 comments

Scorpio Bandito - GDP 347

I came, I saw, I discarded? XD is that what that phrase is? Also love the Deck, I’m working on a nasty Padme2/ Mace2 list but this one looks nuts!

SirMouse 118

@Scorpio Bandito - CloudCityCasuals Hahaha, indeed it is! Padme/Mace sounds interesting for sure (love me some Jedi), but yeah, if Saw/Padme looks nuts to you, I assure you it's even more nuts in practice. Let me know if you give it a try!

Hipo 71

I thought about the same concept and will probably test it in the days to come, but I will definetly be running two Impulsive. With all those focuses it's a sin not to ;)

SirMouse 118

@Hipo The real sin is me completely overlooking Impulsive, as that should be an auto-include for sure! Thanks for bringing it up!

Also, from the testing I did yesterday, I’d say Padme’s ship is definitely worth playing if your opponent is playing a slower game (or if you roll 3 resource sides like I did, haha), and playing two Sieze the Days in one round also feels really nasty.

amustoe 47

Outstanding concept and write up my friend.

SirMouse 118

@amustoe Thanks! Quick question, by the way: Is there any way to edit my deck list, or is what I published set in stone unless I submit an entirely new deck?

General Vatutin 26

Sure people do v2 ...v3...all the time. Just need the hint, which I don’t know. I had trouble putting two decks up let along modify them...lol

aaronrphillips 36

Man, this is rad. Any thoughts about how any of the following would work in the deck?

SirMouse 118

@aaronrphillips I’m actually planning to run Target Acquired (it’s in the new version of the deck that I haven’t published yet) as soon as it’s available in TTS for me to test, as that will be a deadly downgrade to get on the table, for sure.

As for Salt Flats - Crait, that would’ve been the battlefield I went with had Military Camp - Kaller not existed, but as it stands, Military Camp meshes really well with the overall speed and gameplan of the deck, letting you do some really nasty combos while not giving your opponent the advantage that Salt Flats does if they decide to claim early.

On The Mark is intriguing too, but I don’t know if I’d be willing to replace two more cards in my deck with it, since the current version of it that I’m testing is already running significantly fewer “discard for damage” cards, and a couple more of those would likely be what would have to go. Plus, including Target Acquired makes On the Mark somewhat redundant. I suppose I could run it instead of Target Acquired, but I like the fact that TA lasts into the next round(s), so I’m not sure.

Lastly, Moxie could be intriguing, but I’d have to see if any cards are worth replacing it for, as, again, I’m pretty happy with where the current version of the deck is in terms of mitigation and damage output.

In any case, thanks for the suggestions, as they’ve given me more to think about and test - and keep an eye out for an updated version of the deck list within the next week or so, as quite a few changes have been made to make the deck even more deadly!

General Vatutin 26

Getting rid of rigged detonation is obvious for impulsive. Every other choice is difficult to ad this or that because I see your angles and explosive tactics is forcing you in a good way to play for those two cards. However, if those two cards and seize the day get buried your in trouble of losing perfection.

I love this and I hate this. You are so close to perfection. Saw has always been underwelming, but you are very close to breaking him now. I was hoping for a -1 point reduction even though someone pointed out Saw ‘s ability to use his own cards earlier to me. Forrest W. Is such a cool cat. Now, this will not happen because of this insane combo—he will be hit with the nerf bat to take the possibility of choosing your own deck away. They won’t wait one small 5 months season to he gets rotated. I think the testers forgot about this poor soul left to rot in binders everywhere. Saw Yoda was never really a thing.

I don’t have the answer, but some things to think about. You may want a Millennium Falcon starter x2 for actually playing at some point if Saw goes down. It auto rolls in a character which keeps you fast. I think THAT playable possibility with x2 impulsive and Padme might be the final damage you need. Plus, I think you can etch out 4 in by the 4th round if need be. I would be thinking more about insurance policies because you have 16 large damage dealing cost upgrades.

Maybe Mend and/or suppressive Fire (more thinking with suppressive Fire is the way to go) with addition to the x2 impulsive - x2 rigged explosive (that is not working with the select spots you have under any justification and is your only error...28/30 not bad). I just don’t know what you can give up except to say that I think you either need to make room for suppressive Fire or find another speed card or a legal card like endurance to protect SAWs dice. Or a way to get at their events to mess with saws dice. I don’t know the new set that well but that is what I would be looking at. Endurance would be soooo sweet. Hit and run too.

Remember you can do one offs. The x2 for consistency is highly overrated and also allows people to guess what you might play better. I almost ALWAYS have one offs. This is not MtG because a card is worth a reroll. You have to be unpredictable to a point with most decks and flames of the past is a thing. However, you not really concerned by because you are hoping to discard instead of play the cards which I get. I get the reason for few or no one offs actually in this deck. But I think the biggest worry you have is getting Saws special removed and no plan B and he get killed. But your burst is so powerful...can he get killed if you have the right insurance. The issue is obviously woven into explosive tactics. However, this is forcing you to commit 16 cards to make bloody sure you hit making cuts difficult in that realm. I would chance some out for those two other falcons. It doesn’t rely on Saw’s special, so that is own way or is an insurance policy to avoiding a plan B.

As you can see, I don’t have the answer to making this completely broken as the game has never seen, but I feel it is almost there. You are so close to breaking the game worse than ever Poe /Maz, Sabine, Snoke Thrawn. Saw is going to get hit with a nerf bat changing him to “opponents deck” very quickly with just changing out the -2 rigged detonations for to +2 impulsive. I was just attempting to see what it needed for perfection. —- Final thoughts I get the allure of untappimg Saw and dropping cards for rerolls until you hit the special, but maybe something in addition to impulsive like a cheap x1 BB-8 for some extra cheap die fixing and possible post Saw dead world to attach to the cheaper 4 cost stater falcon—which again, allows you to roll a character with the Falcon to keep you fast. Maybe ??? Really you need to magically have a hero like stifle (counter spell).

I am glad you are attempting to make an irrelevant legendary with great art Tier One. The meat is on the bone, now you got to trim the fat just a little. I recommend working some Suppressive Fire in. The impulsive addition is sick tech.

General Vatutin 26

Is there some sort of friends in low places in the new set?

General Vatutin 26

I forgot to mention just how sick that battlefield is. No one in the right mind is going to give you the battlefield so you also got 13 health on Saw ...damn!

SirMouse 118

@General Vatutin Thanks for the write-up and feedback! I completely understand your critiques and concerns regarding this version of the deck, but the new version I’m working on actually has much less of a focus/reliance on getting Saw’s special off (which, while amazing when it works, is also a huge double-edged sword if it’s the only focus of the deck, as you surmised) and more of an ability to mitigate and deal high indirect straight from the dice themselves - often before the opponent can do anything about it. It basically turns resolving Saw’s special into less of THE gameplan and more of just one of SEVERAL nasty options, depending on your hand.

Taking the focus AWAY from that may SEEM like weakening what makes the deck so scary, but the more I’ve been testing the deck, the more I’m coming to realize that having several different big options over a singular HUGE option is far deadlier in the long run. Yes, when you can land and resolve Saw’s specials consistently, you blow your opponent out ridiculously quickly, no question. But when those dice are mitigated, or Saw dies early, you don’t have a backup plan if the focus of the deck is entirely built around those specials, which is your main argument against the deck being absolutely broken.

...And it’s an argument I agree with, which is why I’m implementing and testing some big changes that will not only make the deck MUCH more consistent and threatening overall, but will also ensure that it still remains viable even after Saw receives the nerf you’ve mentioned (which I fully expect, given that discarding two cards for a potential 12 damage should never be a thing).

I’m actually really excited to see what you and others think of the updated deck once I post it, and will definitely keep your suggestions in mind as I test and refine it more.

(Also, yeah, Military Camp - Kaller is even more gross in action than on paper - to the point that I feel like I’m at such a huge advantage when I win the roll-off and get to use it.)

((Also also, Rigged Detonation was actually one of the first cards I replaced in the deck, as I realized it was working against my general gameplan and rarely actually got the chance to be played.))

(((Also also also, I’m glad you realize just how CLOSE this deck is to being absolutely broken. I don’t think there’s any denying that it LOOKS good on paper, but when you’re actually playing with/playing against it, it feels like it’s in a whole other level compared to most decks. Heck, my usually-non-complacent friend that I’ve done most of my testing with it against has noted how frustrating and ridiculous the deck is, and I agree with him 100% that what it can do is definitely not OK.)))

scwont 13

Great to see Saw getting put to good use! I had a Saw/Hera/Stolen Intel deck back in Legacies which was similarly effective. The key there I felt was that it had multiple angles so it wasn't dependent on any single one of them - it could use Saw's special, cheat in vehicles with Hera, or just ramp up resources and play them. Sounds like you're going down a similar route with this one!

Destry210 732

swdestinydb.com to see my version of this duo with your thinking. I have only 7 big cost cards (5 or 6 damages) but it should be enough.