|Card draw simulator|
Odds: 0% – 0% more
|None. Self-made deck here.|
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|Veers said: It takes 2 to Jango!||0||0||0||1.0|
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|EBala/Jango/Trooper - 9-0 Tournament Deck||63||51||23||1.0|
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|Jango-Veers mod V3||0||0||0||1.0|
|eJango / eVeers||1||1||0||1.0|
|Guy Patriot Store Champs 2017||0||0||0||1.0|
My current version of an aggressive deck using Jango Fett
EDIT: I've made a very small change to the deck but, instead of publishing the same list with a 2-card difference, I will just mention it here (I also don't really like the way versioning is handled on the website since it splits the comments section and I feel like there was a lot of constructive discussion so it would be a shame if people didn't see those comments).
Also, the description is handled separately as well and I'd rather not copy-paste the wall of text that's below or write a different description, only for people to not realize there is a more elaborate explanation on the first version page.
After playing the deck some more, I've decided to remove 2x IQA-11 Blaster Rifle and replace them with 2x Disarm, which I feel is better in the mirror match as well as against Sith Holocron control decks (if you manage to off one of their lightsabers, it's even better, but I know it's unlikely to happen).
OLD DESCRIPTION STARTS HERE:
The deck is definitely tournament-worthy (I've tested it against Vader Raider and eRey/2xPadawan as well as eFinn/Poe and Padmill) and it has fared favorably in all cases.
In fact, I'm genuinely wondering if there is another deck that has a favourable match-up against it (while still being competitive against the other meta builds).
The reason to use General Veers over 2x First Order Stormtrooper is that it requires one less activation and his dice don't cost .
You are essentially trading HP for efficiency (it's usually easier to resolve a +2 than it is a 2 for 1, due to the fact you will often need to spend everything on upgrades first).
It might feel weird to use General Veers and not have a single support, but I found that not only were they too expensive on average, but it also costs a lot of actions to use them with his power and the benefits are often marginal (like an extra 1 after spending 3 actions). Currently, I feel like it's a trap and will actually result in a worse deck than using him straight up for his good sides.
One nice thing about the deck is that it uses no legendaries at all. In fact, the only cards that could be somewhat expensive to trade for/acquire are Jango Fett himself, the 2x Holdout Blaster and the 2x Jetpack.
Playing the deck is fairly straightforward:
- Your first action in every round should be spent equipping Jango Fett with an upgrade until he has at least 2.
- You then wait for your enemy to activate one of his characters to get your free activation, then resolve ranged damage immediately before they can deal with your dice (unless you got a really bad roll).
- If they stall, you can activate General Veers or play some of the cheap events.
- You can usually afford at least 1-2 rerolls; just make sure you claim if you are using your own battlefield to preserve momentum.
- With that being said, I will usually opt for my opponent's battlefield if I win the initial roll because I don't want to have to deal with 2 extra (and I kinda want them for Jango or Veers since they're squishy and I need to stay alive to deal damage).
- You should be able to regularly deal 4 to 7 damage per round, resulting in a character kill on turn 2 in most of your games. This sets you up nicely to seal the deal since your opponent will lose a lot of momentum and might not be able to finish one your characters anymore.
Here's a brief explanation for some of the card choices (which, granted, might seem a bit off in some cases):
- The choice of Frozen Wastes as a Battlefield might seem odd, but I found that most aggro decks will lose steam and will have trouble closing the game if they take too much return damage. Having a free activation and only 2 characters (with very little variation in your dice symbols) makes it easy to claim every round. Removing a character die is a life-saver against Vader and other big threats (I'd much rather remove a 3 than deal one damage to a character of my opponent's choice, for example, if I were using Separatist Base, which seems to be a popular choice for aggro decks right now and which I mostly disagree with)
- Most of the upgrades should be pretty self-explanatory; you want as much as possible - everything else is secondary and will usually just make you waste actions and rerolls (this is why I don't use Cunning)
- Infantry Grenades is a bit iffy, but there currently aren't enough guns to make sure you will reliably draw two in the first 2 turns and it is useful against teams of 3+ characters, which can give aggro decks trouble by having a lot more HP to go through
- On the Hunt, while not having great faces, is cheap and has a pretty decent which is useful when you didn't start, or against Light Side in general. It also provides you with a bit of control when you have extra (this ties in nicely with the Battlefield choice)
- I play a single copy of Armed to the Teeth as a finisher, again to help seal the deal before it's too late. I'm actually even considering a second copy, since you sometimes wish you had that free extra 3 damage to end
- Dug in has proven extremely clutch against other aggressive decks or when the game draws out, you basically have 6 extra HP in the deck for just 2
- Electroshock is, again, meant to provide a bit of control/mitigation when your opponent is fighting back too hard and you just can't get enough damage in
- In a deck where you often don't wanna waste too many actions and cards on rerolling, He Doesn't Like You is an excellent use to those blanks and that costs when you're broke (which is bound to happen since you will spend you first 2-3 turns just using your 2 on upgrades)
- Logistics is there because you will very often be -starved and sometimes, I'd rather jusdt get more than try to reroll (so I can deploy more the next round)
- Probe is there mostly because it's free and, againt control decks, it's a nice play the turn before you claim or resolve a lot of to get those dice manipulation cards out of their hands
- Tactical Mastery isn't often necessary but, against other aggro decks, can give you that edge to make sure you win the claim race and it can make clutch plays when it's down to 1 character on each side
- Unpredictable isn't that great but, again, it's free and sometimes, all you need is one little reroll. I would say it is still the card I end up throwing away most often for a "regular" reroll
Some of you might have noted the absence of Go for the Kill. The reason is that with the dice in this build, it will only be useful if an opposing character is within 2HP of dying and has at least 1 or more . Even then, this can create further issues because you have to use up an extra action and a card (which could've been used for rerolling) and then you are left with one less die with base to resolve your modifiers. I've found that, more often than not, it was better to just power through by dealing 1-2 more points of damage.
A possible replacement/inclusion that I'm considering is The Best Defense.... I feel like it could be great to ensure Jango's survival and, against decks with "big" dice (like Vader, Luke, Han or Grievous) it'll always be a positive trade for you. The big downside is that this could get your Veers killed off very quickly if you're not careful, and it's not that useful against decks with "smaller" dice (for the 3 damage to be worth it, you'd need to be removing at least a 3 damage as the second die; otherwise you'd be better off just using He Doesn't Like You or Electroshock). Another disadvantage to removing a lot of dice from your opponent in the same round is that you're essentially helping them claim before you, which can hurt in some cases. I'll test it out and see