Quigon Burst Dmg

Card draw simulator
Odds: 0% – 0% more
Derived from
Qui-Gon - Shields to Damage! 0 1 0 2.0
Inspiration for
Shield the Resistance! (Main version) 0 0 0 4.0

Nemikan 32

The main strategy of this deck is burst down one of the opponent's characters. With 3 characters you should have enough hp to outlast a lot of the two dice cards and deal them a crippling blow early by killing one of their characters. You should assume you will never end up never claiming the battlefield in this deck, which is why the battlefield isn't the strongest option.

The primary way to achieve this is by constantly dealing damage using shields specifically Resistance HQ and Hunker Down. The Hired Gun will be killed last, and Qui-Gon will usually be the focused target.

You should constantly use the Rebel Trooper's Guardian ability to prevent Qui-gon from taking melee dmg to keep hunker down up. Use the Hired gun's dice for Disarm to remove their upgrades (primarily melee dmg ones) along with your other dice removal abilities.

In this deck, you have to think of every shield as a point of damage, because of this most of your dice have 3-4 damage. Down below for damage sides, I will be including shields as a damage side. In general I'm aiming for cheap upgrades so I can spam a lot down quickly. In order to pull this off, some disrupt becomes very potent removing your opponent's resources they would use to keep Resistance HQ tapped.

From playing testing I've found the Hired Gun to cause this deck to be very swingy, either he gives you a resource or you're spending one to do damage. Because of this, I've added Falcon and One With the Force to give some more expensive cards if I end up with the extra resources.

Upgrades: Hunker Down => 1 damage every turn and you should be able to prevent melee damage well using other cards. Huge to instantly deal that last point of damage on your opponents model or play after they have claimed for an extra surprise point of damage.

Holdout Blaster: Great for the trooper / hired gun cause of redeploy, 4 damage sides

Jedi Robes: Free shields, good utility to get your damage sides

Jetpack: Crazy damage, gives shields, removes melee die (hunker down). 4 damage sides

Survival Gear: 3 damage sides, never a blank.

Support: BB-8 : Rerolls! 1 damage side! Running 2 cause it only being 1 cost is huge. Planning to never claim, so the extra actions don't hurt. (Might take 1 out)

Black Market => Card draw, doesn't take an upgrade slot, has 3 damage sides

Resistance HQ => Best card in the deck!! 5 damage a turn.

Events: Disarm => Hired Gun 3 dmg and this wins games. The answer to Kyo's Lightsaber absolutely vital to this deck!

Don't Get Cocky => drawing 2 cards nets u 1 card, or 1 extra damage with Resistance HQ, helps consistency, might take it out.

Take Cover => 1 Damage for 0!

Potential Changes:

Field Medic or Defensive Stance: I'd prefer removing dice over healing

Force Training: Amazing dice - 3 damage sides, 2 of them with 2 damage, been going in and out, the +2 melee is rough

Smuggling: Speeds up the deck a lot, but I've found it to be too costly with Resistance HQ and discarding your deck

Play the Odds: It's quite useful with Jetpack, Black Market and the Hired Gun, but I'm still not convinced the cost and card are worth the situational reroll. Might replace Use the Force

Datapad: The initial resource gain is very useful, but in this deck you don't reroll much so will end up blank a lot.

Comlink: Interesting, don't think I need the rerolls? Rather have more damage

Flank: I should normally have more active characters so this should work. Would replace Use The Force.

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