EBala/Jango/Trooper - 9-0 Tournament Deck

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Odds: 0% – 0% more
Derived from
Aggro Jango 334 264 84 1.0
Inspiration for
Rainbow Pride 1 0 0 1.0
EBala/Jango/Trooper 0 0 0 1.0
eBJT 0 0 0 1.0
eBala/Jango/Trooper 0 0 0 1.0

jimbobiii 380

Jango Fett / Bala-Tik / First Order Stormtrooper is in my opinion, the best deck in the game right now. Especially with all the three-character+ meta with Jango/Veers out there.

I played Jango/Veers a bit, but it was squishy. Two characters, needing actions to stall sometimes. The real beauty of Jango is his ability, which doesn't matter if he has one dice or two, since he can proc a jetpack either way.

Bala-Tik's ability is stunning for it's cost. It's a blowout / game changing ability.

The deck plays a lot more control-like than Jango/Veers does. You have fewer gun upgrades, and nothing that costs a lot of resources. You'll also notice Cannon Fodder --- the 0 cost removal is key, and let's you take advantage of the extra health of the Stormtrooper. You could swap in Dug in if you think you can grab the battlefield. I'd probably swap #Logistics for it. A first turn Logistics can give you a gigantic edge though, so it's tough to entirely remove it.

Mulligan for Holdout Blaster / Jetpack, as usual, you kinda want that first round play. In subsequent rounds you may be more willing to hold resources for mitigation and play upgrades like On the Hunt / DH-17 if there are remaining supplies. Obviously don't wait on a jetpack though.

We have some direct damage with Armed to the Teeth (I've used this mid-game occasionally to kill off an opposing Jango especially and to proc Bala's ability) and Fight Dirty, which can make a bad roll useful and get you back to the battlefield faster. Backup Muscle is great for that too.

I like going second with the deck, but it depends. If I do, I'll shield up Bala. I want to make the choice hard for my opponent on who to hit, and really there isn't a good choice for them. If they damage Jango early, throw the jetpack on Bala, etc. You can make them make the wrong choice. If Bala uses his ability with a jetpack you probably have a blowout turn. If they kill Bala they have to deal with Jango even long and the stormtrooper hanging around.

Flank is a killer card even when not going second, but it's resource card is again why I don't mind. This deck has plenty of damage, so it just needs to slow the opponent down enough to not have a bad character loss on Turn 2.

23 comments

Peonus 1

What can you say about the battlefield you choose, is it working well? Did you consider other options? And do you prefer to go 1st or 2nd?

jimbobiii 380

It's really just a safe one in case of running into Hyperloop or Rey Graveyard as usually I will go second. Against another Jango deck I might choose to go first. You could use something like Rebel War Room if you want to try to claim the battlefield faster, and occasionally pick up an extra damage.

You still will discard to reroll pretty aggressively, so some might like to play and go first. I really like the shields to equalize Bala and Jango's health.

It just depends on matchup a bit. I might play it a bit differently if you put in Dug In as you might want battlefield control. But with three characters, cards like Hunker Down and Backup Muscle, hopefully a second Bala-Tik activation on turn 2/3, I feel like I'm usually behind in the Battlefield race, esp if I'm leaving resources and slow playing a bit to keep control options open.

jimbobiii 380

And in terms of equalizing Bala and Jango, that might be counter wisdom. Maybe I will decide Jango needs those shields, but really, Bala's ability is something we want to have go off once. 12 Health jango vs 8 health bala would make Bala the more tempting / quick target to me. Also any turn 2/3 jet pack automatically makes your opponent have picked the wrong one when you deploy it on the full health character.

jimbobiii 380

(Oh and if your meta is Han/Rey intensive, maybe you'd want Rebel War Room, we don't see much of that and have more Hyperloop type stuff. Mos Eisley won't kill you vs Han/Rey, but they can use it)

Aorakis 4

Played a lot a similar deck, and it's Just O.P as f***

Once you've got guns on each of them, and put some shields around, your opponant just don't know wich want to focus on. And even the little troopers at the end is a huge threat on the board.

Like the deck, but too O.P to be fun for opponent.

jimbobiii 380

Yeah. Most of my wins have come with losing one character... I've gotten two characters off the board in round 2.

In refining it, I lost once in a non tourney game to a Younglings deck where I drew no upgrades to start which is very rare and that game came down to the wire too.

What I like best is that it has a bit more control, a lot more survivability, and a nasty counterweight to Jango in Bala. It's still sort of a glass cannon deck, but it's much much more bulletproof glass now

Aorakis 4

Yeah, Bala is a huge héro, his ability is huge and his dice got some really interesting focus. And yes, Yellow Red got some really amazing cards to deal with opponant dices. On that part, Villain are much more in control as they got really awesome "villain" cards (and that part is actually a bit unfair atm). (not to mention what's coming next... when i saw force lightning i laughed so loud... i hope they will bring some really nice ones for the Hero side aswell coz atm.. they're a bit left behind.

Except for Han-Rey, Younglings (but you need a really nice draw and dice rolls for this one), and some Boring Loop decks, i don't quite see, atm, any hero deck making the fight against most of the tier villains decks. Wich is a shame, i'm a bit afraid on what's coming next but we'll see.

Very good deck, but all in all, i found it so O.P that i got difficulties playing it, as it's so many time, unfair with my opponents.

Scactha 888

Heros are a bit lacking in some areas. Burst damage and control is better for Villains. That said I beat this deck 2/3 last session with a developing Poe/eFinn deck tossing Thermal Detonators by claiming Emperor´s Throneroom. The first thing to go after here is the FO Trooper imo as that nulls 8 cards in the deck (Flank gets abysmal too).

I believe a key to better hero decks is in their better card and resource engine. It turns out 1-2 resources and cards extra per turn meaning you develop the board faster. Yet, it seems little used.

prozz 1

im curious, what 8 cards?

Scactha 888

Cannon Fodder, Tactical mastery and Logistics all hinge on the Trooper.

prozz 1

how?

Scactha 888

Spot a Red char or be non-unique.

jimbobiii 380

Honestly? Killing the trooper is A-ok with me. Cannon fodder is there to keep high damage off Jango. Logistics is really an early game play here. Losing Tactical mastery would be a bummer but not end of the world.

The big thing is I would still have both of my game changing abilities with Jango and Bala. So if you are managing to kill the trooper and THEN both of those guys, good form, I was probably going to lose the game anyway if you are outputting 27 damage.

Thermal detonator would be a scary card against this deck, also if Poe does e.g. The throne room against it, it makes he matchup tougher.

That said, in the hands of a skilled player, this deck or variants of it are deadly

Scactha 888

It is a very good deck. I was mere ruminating about how to handle the challenge. Obviously things are more complicated on the table. And yes, Thermal Detonator was scary indeed ;)

HandlarzMirek 26

I played this deck yesterday in 8-person tournament and finished on 2nd place . I won against mirror and eKylo/Vader. I lost to eVeers/Balatik/Sister becuase of one mistake near the end of the match (and poor rolls of course :D). In my opinion this deck is better than eJango/eVeers and it will be even stronger when new carrds arrive (I need replacement for Logistics and more cheap yellow weapons/upgrades)

jimbobiii 380

Yeah - I think the "tech" slots in this deck right now you can play with are Logistics, Tactical Mastery, Cannon Fodder and maybe Unpredictable

I'd consider cards like The Best Defense..., Dug in, maybe Disarm.

CWebber 7

i feel that there isn't enough dice for my liking. Have you had any problems with this?

jimbobiii 380

Not really. You've got a 81% chance of a jetpack or blaster in your opening hand (not counting On the Hunt here). If you hit that 19% chance of no upgrade, you can mulligan all 5 for another 81% shot. So we're close to 95% chance of drawing at least one blaster. With On the Hunt it's even higher (and getting more yellow dice out for Fight Dirty is a good thing)

Having Mitigation or resources to play early Back-Up Muscle works out well for you. This deck has so much in events and such that if you aren't playing an upgrade, those resources should either help you mitigate your opponent's turn, or get something like Backup Muscle out.

Your character dice are damn good too, so you are probably pitching parts of your hand to re-roll and try to punch damage through even without Dice. Bala's focus helps here too.

You aren't swimming in upgrades like you are in Jango/Veers, but I'm not really interested in throwing in 3 cost IQA rifle, that's just as much of a dead card on turn one to me as an event.

That said, the lack of upgrades in comparison to J/V is one reason I think Logistics may be a card I'd drop out for something else. But man, those extra resources to play upgrades and play stuff like Electroshock is really valuable when you don't have a lot of resources in this deck.

Note - if there were more 1/2 cost blasters/upgrades that I wanted, I might have them in here to make that draw a little more consistent and make Logistics an even better card. But even with this deck I've thrown rifles / on the hunts away to re-roll if I need to.

prozz 1

had a chance to pilot this deck to 3rd place in 24 people tournament. sadly i lost once in swiss to jango/veers and then twice in tops again to jango/veers. i think ill put in dug in/dodge in future versions to have more chance to beat it.

jimbobiii 380

Glad to hear it worked out for you. I'm a little surprised at losing to Jango/Veers, you should have the advantage in that matchup with more health, and a potential extra turn from Bala when you burn one of their guys down.

That said, if J/V rolls hot, there's not much you can do. Mitigating while hitting back if really the only option, but if they can resolve off their Jango roll, you may be in for a tough day.

I like immediately rolling out to force Jango to roll out before upgrades so I can play whatever mitigation I can (esp if I can throw a holdout blaster down on Jango and then roll Bala). I'd target whoever didn't get the shields to try to get a kill and proc Jango.

My problem with Dug In here is that I can't imagine claiming often vs J/V (it's faster). Generally speaking there's enough mitigation here to slow the bleeding. Dodge takes a whole turn's worth of resources and doesn't work if their first roll is good.

But play with it and see what you think, Dug In is definitely a card this deck can use if you need more survivability, but I think Battlefield control against J/V is probably hard for this deck due to the speed difference. Really my focus isn't survival in that match-up as much as it is burning down one of their characters before they take out one of mine, and getting an extra turn on Bala. If it comes down to my Bala + Trooper vs their Jango, I feel pretty good about the match-up

prozz 1

one game i was really close. planned to play fighting dirty to kill veers, he had dice in pool but no dmg. guy however played tactical mastery, tossed card to reroll it all and just shoot for 8 into bala, taking my yellow dice away and turning game huge into his favor. however in two other games i would be good if i could dodge his dice. i could flank/he doesnt like you one die, but then he gave 3 or so dmg maintaining tempo and all. so ill be defo trying dodge in this meta (this as well as praying to rng gods for better rolls ;))

licasanova 94

Bala is too easy to kill.

jimbobiii 380

@licasanova - sure, I still shield him to make the choice tougher, but if they try to kill him first, I'm A-OK loading Jango up and having him around in the late game. It doesn't make a huge difference to me if they kill Jango or Bala to start, whoever they go after I will load up the other character.

I do think Dug In particular badly has a place in here though to get more shields. Even if I generally have played this deck slower