Ack Ack Ack Ack...you oughta know by now...

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

staglore 14

The aim here is to capitalize on Admiral Ackbar's ability as much as possible all while doing as much as possible.

Characters

eAdmiral Ackbar: This deck is built around him.
eFinn: Wait, I'm not using his ability?...Well, that's not why he is here. The reason I choose him is that he is yellow and two for one activation. And his (damage wise) is just as good as Jango's.

Upgrades

Holdout Blaster and DL-44 Heavy Blaster Pistol: good and action economy.
DH-17 Blaster Pistol: Cheap
Jetpack: ...Yeah...pretty much a must in a deck that features a yellow .
Thermal Detonator, Scout, and Cunning: These are in here to take advantage of Ackbar's ability. (i.e. Use Cunning on Scout.) TD and Cunning also feature on their .

The Support

Millennium Falcon: Awesome . Sure, it costs 5 but there is plenty of jank to be had. (i.e. free Reversals and Hyperspace Jumps )
Also, Don't Get Cockys. I'll expand on this in section below.

Events


Electroshock, Unpredictable: Good/cheap control cards.
Disarm: This is a fun card. Works as a permanent removal.
Reversal: Cancel a and deal it's damage. Why not. And it's free and recurred with MF .
Hit and Run: While this card does not have any synergy with MF, it's free Ambush. Action economy is always a good things.
Commando Raid: This card ONLY works with Ackbar's , but gives the side of his dice much needed teeth.
Hyperspace Jump: Need to get the hell out of dodge. Try this. Recur with MF as needed.
Don't Get Cocky: This is were the jank comes in, there are 11 sides that have s or s that allow for discarding. You may be able to mill more from there hand than what they have in it. Never fear! You can simply only resolve the to get all the cards out of there hand and then play D G C and then resolve the other discard abilities to trigger Admiral Ackbar's ability twice in a turn. (4 damage > 2 damage) You can recur this with MF .
And Finally...

Battlefield

Imperial Armory: But..but...but your opponent can get that discount too. Let them one less card you have to mill from there hand to deal 2 damage. Then you can Disarm them later.

By keeping there hand empty (or at least small) takes away those pesky control events and making the battlefield ability potentially painful, you can eliminate them messing with your dice and allowing unchecked control over their dice.

Comments and criticism welcomed.

2 comments

Darik_grey 93

I love this idea. I think Ackbar's ability is underrated and I do sooo love his 2 Focus side. Speaking of that...have you considered All In for this deck? I find it a nice combo with Ackbar's focus. Since you're hoping to keep Ackbar around, have you considered Draw Attention and/or Field Medic for the healing effects as it were?

staglore 14

@Darik_grey Good points. Especially, with All In/focus combo. Thanks for the input!