General Dookous

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
General Dookous 6 5 1 3.0

MrClyde 136

This is a slightly modified and improved version of my General Grievous + Count Dooku agro deck that I played at a local tournament. Out of 17 players, I placed 2nd and defeated popular meta decks like e-Han/e-Rey.

I swapped out a few cards like Abandon All Hope, Block and Dodge for more generic removal like Feel Your Anger and Isolation. I also replaced a Datapad with Comlink, dropped a couple of Outpost, and just added Promotion and Commanding Presence since I just obtained them.

As long as I can a good upgrade or two early, Grievous has always killed 1-2 enemy characters before he goes down. And by that point, I've outfitted Dooku with plenty of strong upgrades which leaves the rest of my cards to use as shields when they attack.

10 comments

MrClyde 136

Since publishing this, I removed Promotion and AT-ST to add 2x Force Training, to hopefully generate faster shields for Grievous before he inevitably bites it.

Drewuzi 1

Have you ever considered giving Dooku the Guardian upgrade and using the guardian plus his basic ability to soak even more damage away from Grievous?

MrClyde 136

@Drewuzi I have, but I haven't figured out what to drop to add it in. Any suggestions?

Drewuzi 1

If you run 1 in your deck I would dump Deflect and if 2 I would dump 1 Nowhere to run. Also you may consider going back to Data Pad. With the new ruling its special is absolutely bonkers. Especially when running a deck with holocron and mind probe.

MrClyde 136

I dropped Mind Probe to add Personal Escort. I like Mind Probe, but from about 6 games, it rarely comes out and when it does, I have to specifically claim the battlefield early, activate on turn 1, and try to (hopefully) resolve the special symbol before my opponent plays out most of their hand.

Drewuzi 1

To me Mind Probe is one of the most aggressive abilities in the game so far. If you can get that out round 1 with holocron, you will be doing 3 or 4 damage 1/3 of the time every round for the remainder of the game. It has to be dealt with. It is a scary ability. You should be rolling out that character first action anyway to keep the pressure on your opponent.

MrClyde 136

You're right. I'll keep it in.

I've been using First Order TIE Fighter mostly as a shield breaker when I'm playing super defensive decks, since Datapad allows me more chances at triggering that power. But beyond that, it doesn't really do much for me. Is that worth dropping to make room for both Personal Escort and Mind Probe? Because the damage output in this deck mostly comes just from either Grievous or the upgrades on Dooku.

Drewuzi 1

I think that is fine. If you can just keep Grievous alive. His 2 dice are going to be VERY aggressive. Your opponent is going to be on the defensive most of the game. Thats what you want. Use your Power of the Darkside to reroll your Holocron for 2 unblockable damage 1/3 of the time if they are shielding alot. Data pad is a great special insurance plan. Just go aggressive as you can make the deck. Play it against more contol type decks a bunch and see what small tweaks you need to make if it isn't getting it done.

Sectick 1

Any advice on what you are looking for in a Mulligan or opening hand. How are you trying to start the first round. I constructed a very similar deck and I am struggling to get momentum. Grievous is just getting burned down so fast. Also who are you attaching Holocron to?

MrClyde 136

Definitely giving a Holocron to Grievous ASAP, because that allows me to give me those important blue-only upgrades.

I've been doing a hard mulligan for a Sith Holocron and/or Commanding Presence. Both are key for Grievous, so getting those as early as possible is ideal.