Marching Orders

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

Razzamatazz 56

Ok, so this is a deck I have mucked around with quite a bit since first rotation. Firstly, it is consistent. extremely consistent. Secondly, with 32 health over 4 characters and access to some great removal, it is hard to take down even with a lot of the meta doing damage to multiple characters at a time.

Consistent: As I said in the description it is very consistent. All of the weapons have redeploy so they stick around and the access to cheap supports such as Conscript Squad and Backup Muscle putting out small chips of damage often is not worth removing or destroying by opponents. The only thing you might want to do it the opportunity comes up it to take resources early if you hit the Guavian Enforcer +1 and First Order Stormtrooper resource.

Another aspect that keeps it consistent is access to cards like Bait and Switch and Emulate which allow you to set the board up in exactly the way you want it. As it is a slow deck opponents often use control cards on early rolled two's or simply claim leaving you to set up the board without relying on luck.

You may think the pay sides that frequent the dice put it back but with cards like Aftermath and Truce it is enough to get you by.

Hard to take down: As said in the description access to cards like The Best Defense... and Twin Shadows removing 2 die at once help a lot. The battlefield Fort Anaxes - Anaxes also helps as you can choose where the damage goes to hopefully keep Emulate and Twin Shadows online. However, with a possible double Aftermath set up sometimes losing characters is ok.

End Game: Something that has won me quite a few games is the Swiftness into We Have Them Now combo. It is something that is worth keeping in your hand for a round or two because you can often start a final round with one character left loaded with 3 redeploy weapons that in truth don't roll hot without being handled. But with the combo, you can claim, keep a resource to start with 3 going into last round, activate, roll bad then use the combo to finish with a guaranteed 8 damage as all weapons and character dice have no cost 2's.

Give it a go. Fun deck.

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