Night of the Living Fett

Card draw simulator
Odds: 0% – 0% more
Derived from
Night of the Living Fett 0 0 0 2.0
Inspiration for
None yet.

TroaAxaltion 14

The deck now has two main damage-based win-cons: The Vow Combo, and upgrade-loading Jango to smash folks with Fatal Blow before finishing them with Armed to the Teeth.

Individual card thoughts:

(Note, Upgrade Count will be shortened to UC. This count is important for Fatal Blow and Armed to the Teeth.)

-------------UPGRADES-------------

Armor Plating and Bounty Hunter Mask are free health and money for Jango, allowing for bigger plays early on. Both add to UC.

Mandalorian Jetpack - This deck doesn't have much access to shields outside of this card. But the Special is why we're here. With Vow live on Jango, this lets us get even more massive damage off while fixing our rolls. It can also be used defensively against our opponent's rolls. Adds to UC.

Mandalorian Vambraces - Little bit of everything, no blanks, adds to UC. But it's ALSO rare anti-mill tech. You can have a dead deck and no cards in hand, and then use the card's action to put the vambraces back in hand to keep yourself from decking out. Just beware your opponent growing keen to this and sitting on discard sides. I recommend using Mandalorian Jetpack defensively to avoid this if possible.

Resilient - This deck is VERY dice-lite. That means your opponent's removal will have a big swing against you. Preserve your precious Jango damage dice with this handy tool. Adds to UC.

Vow Of Vengeance - The big hero. Every zombie you kill with Acceptable Losses, plus Daka when she dies, ups that damage dice. Half of Jango's dice is damage, and the Vows stack. With 3 dead on your side and a Vow, half of Jango's dice is 4/5/4 damage. With 5 dead, it's 6/7/6, and add a second vow and you're rolling 11/12/11 on a single dice, before other upgrades. Adds to UC.

-------------DOWNGRADES-------------

Hex - Removes blanks before your opponent can reroll them. And it's free, if you're rocking the Nightsister Lair - Dathomir. Makes your opponent hesitate on rerolling, and can punish them even more on bad rolls. I go back and forth on using this or Uncontrollable Rage, which can force your opponent to activate their characters early, before upgrades, or take guaranteed damage. Tough call, honestly. Both also make the zombies live, when that's important.

Possessed- Your opponent throw out some 20 cost character with incredible sides? May I present to you "Stop Hitting Yourself" in card form. Steal their best dies over and over to keep Daka alive and punish them for even playing. Makes Zombies live, too.

-------------EVENTS-------------

Acceptable Losses - Power Action Daka, make zombies for $1, use AL, kill zombies for $2. Or three if you're already sitting on a pair from an earlier round! This provides valuable money early game and gasses up Vow Of Vengeance. However, against mill I don't recommend it. Go W I D E with the zombies and throw hexes. That guaranteed damage will catch up with them round 4 when you've got 8 zombies on the field and their last two characters are cursed.

Armed to the Teeth - Just one, and only as a finisher or emergencies. Jango amasses upgrades, and when that UC is 8-10, starting a round by dropping it all to finish an opponent before they can act is a GREAT move.

Beguile - Gotta have our removal. If I need to explain why countering up to 3 dice is worth it, you might need to reread the card.

Common Cause - Go wide with zombies, especially if you can't get Acceptable Losses and/or Vow Of Vengeance in hand. Then, with 2-4 zombies on the field (or 8 if you're going against a hard Mill deck) drop this to flood your hand and get the tech you need to go for the kill.

Desperate Measures - Separatist Embargo sucks. So does Anakin Skywalker's Podracer. And a dozen other little problems. This won't really save you from Vader's Fist or Megablaster Troopers, but hey, desperate times...

Fatal Blow - Mid game, you've got two zombies dead before your opponent rushes down Daka, and Jango has one vow, 6 upgrades total, and a 1 damage in pool (4 after vow)? Pay 2 to make that 4 damage into 10! Then follow up with Armed to the Teeth for 16 damage in two turns!

Weave The Ichor - This is purely to keep Daka alive long enough to do what she needs to do. If you've got extra and your opponent has been dumb enough to attack Jango (or he's soaking indirect) you can use this before Daka dies to extend your late game.

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