Bounty Aggro

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

SwagonBallZ 630

This deck is centered around hitting as many characters as possible and securing early kills to stay ahead while pushing into the mid-late game. There is no removal in the deck outside of killing characters, Asajj Ventress - Swift And Cunning's ability, and Armor Plating as we do not want to lose any tempo. Just go hog-wild for early kills (while hitting as many characters as possible) and ride the wave of resources to fuel the detonators and/or Pulse Cannon to close.

Starting Hand:

You should try to get as many bounties in your starting hand as enemy characters. Odds are decent that you will draw more than needed unless you're across from something like Ewoks so hang onto Dead Or Alive and Wanted and Death Mark and pitch the excess. If you're fairly certain you can win the rolloff you can hold onto Chancellor's Edict to nullify those free shields. You can keep more of the 1 cost bounties if you pull a Truce but you really want to have a spare resource after placing bounties to land one of the 3/1 or 3/1 sides so try to craft your hand around that fact. Stifle is also not a bad decision especially if you're across from a more controlly deck.

Gameplan:

For round one lay out the bounties before doing any activations, placing Dead Or Alive on the larger characters to squeeze more value out of it. Ensure that you at minimum have a bounty on both the strongest and the weakest character in the lineup; the little guy needs to go down fast and the big guy's HP needs to be normalized with the rest of the team so you can clean up in one stroke later. Don't underestimate the value of removing resource dice with Asajj's ability in round one, you have enough hit points to survive the round and you really want to shut down any ramping, especially in any support-focused lineups.

Get your character dice out fast, ideally when the opponent doesn't have the resources to remove or when covered by Stifle and land that PA on whatever your biggest side is, even if it's not a 3. There are very few dice in this deck so you need to squeeze as much value out of them as you're able before they can be removed. Close out the late game with your events and big weapons.

Cards:

The point of the bounties should be pretty clear I hope, use them for getting IG's PA online and ride the wave when they trigger. Nightsister Lair - Dathomir is just terrific value for us as well if we can get it.

Armor Plating and Pushing Slash are pretty much the only removal needed. We don't want to lose any more momentum or resources than we need, Armor Plating when played at the end of a round is effectively a delayed auto-removal for the following round and Pushing Slash allows Asajj's ability to reach whatever scary dice you're worried about while still getting damage out.

Sonic Detonators, V-1 Thermal Detonator are there as another means to do wide, large damage. Don't bother with the V-1s if there are only 2 characters left, you'd be paying 2 for 4 damage and we have more cost-effective ways to do that. Sonic at least stays on the table after running out of charges so it can be overwritten later.

Act Of Cruelty, Hunt Them Down, and Tireless Pursuit are there for getting kills from the hand. You don't want these in your starting hand unless there are some particularly soft characters across the table.

Donderbus Blaster Pistol, DX-2 Disruptor Blaster Pistol, Pulse Cannon, IG-2000 are there for helping close, the latter of which has the added benefit of being a target for IG's PA. Pulse Cannon is an incredible closer, especially when you receive a bunch of resources from a bounty kill. Just keep in mind that any bounties that trigger during the resolution of the Pulse PA don't resolve until after the entirety of the PA's effect so you can't use resources from the bounties to pay for later pay sides. The DX is useful when facing blue hero or mill for tucking your damage under shields.

Truce is there to sneak out your pay sides, of which there are several.

Stifle is there to provide some cover for your bounty hunter dice when activating. It's not a guarantee, pay attention to how many resources the opponent has as that is your metric for how many events they can fire off to get rid of your dice.

Sideboard

Fear and Dead Men does a very similar thing as IG but is more expensive and only targets , of which there are not many. Slotting in extra sabers instead of Donderbus Blaster Pistol and V-1 Thermal Detonator would be necessary to keep it online.

An extra Pulse Cannon wouldn't be a bad idea.

Armed to the Teeth could be added if you're finding yourself just a couple HP outside of a kill often. It combos well with Enticing Reward if you find you need to fire it off mid-game.

Thanks for reading! It's not a top tier deck but it's quite fun to drive.

2 comments

SwagonBallZ 630

Totally forgot as a sideboard: Punishing One was another card considered for keeping that momentum rolling

General Vatutin 26

What infinite cards would make this better? Tx