Oops, I accidentally 3 Colors

Card draw simulator
Odds: 0% – 0% more
Derived from
Oops, I accidentally 3 Colors 0 1 0 2.0
Inspiration for
Oops, I accidentally 3 Colors 0 0 0 4.0

hamberglar 98

This deck is one of those ones that looks insane at first, but I promise you that if you spend some time with a dice simulator it makes a lot more sense.

I officially recognize Hunker Down as playable in this deck as of the inclusion of Jetpack. There are probably enough ways to keep your opponent from hitting melee in this deck fairly consistently now. I think that was the card that put this over the edge.

Basically, the premise of the deck is that 12 out of the 16 dice available have 4 damage sides, and of the 4 that don't, 2x First Order TIE Fighter and Rey's Staff have a fourth combat relevant side that's basically as effective as damage or shields. Meanwhile, every card is <4 resources, so you should have really strong tempo.

The name of the game is protect Jinn, not Finn. Qui-Gon Jinn is the core of the strategy. Finn is just for deck construction, extra starting die, and a place to dump upgrades (60% of the upgrades have redeploy). As long as you do that, the dice should take care of you.

The second weak point (first being nearly entirely Qui-Gon Jinn reliant) is that this is a mixed damage deck. If you toy around with a dice simulator, you'll find that it's not as bad as it sounds, especially when all 3 of our supports tend to anchor our rolls pretty well. The hardest buttons to button are the F-11D Rifle and Holdout Blaster. If you REALLY think they're too risky, swap one of them (probably the F-11D) for Force Protection or Hunker Down.

The events might need some explanation:

I think Daring Escape + Negotiate should be in every yellow hero deck that doesn't need its late game resources. They're both decent cards on their own, but they combo really well.

Willpower, Defensive Stance are pretty self explanatory. 2 damage swing, 1 resource.

The "spot a blue" cards seem iffy in a 2 color deck, but the idea is that if you don't have Qui-Gon Jinn, you probably can't win anyway. Best to play the good cards when you can. Worst case you can pitch them to reroll your +X rolls.

Use The Force, Awakening, and BB-8) help smooth out some of our lonely +X rolls. Disarm actually does this really well too. I realized after I first thought up this deck that Disarm is really good. There's only like 3 removal cards in the game and this is one of them, and it plays with the deck really well, since it puts some of our +X's to work.

Tldr: A big bag of combat relevant dice, all of which cost 2 or 3.

Changes since last publish: -2 Diplomatic Immunity, +2 Jetpack

Disarm is just really good, not sure why I wasn't playing it. Electroshock is exactly as hard to play as Wookie, but the results are better. It's the only card in the deck, I believe, that needs Finn, but that seems like a fine trade-off. You can always discard to reroll.

Diplomatic Immunity was just too expensive. It never saw play except at the expense of a 2 drop upgrade and it's not good enough to justify it when Jetpack is available.

Forgot a battlefield. Echo Base is probably best, but Frozen Wastes, Starship Graveyard, and Imperial Armory are pretty good too.

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