General Value (6x Tournament Winner)

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
General Value personalized 1 1 1 1.0
Ranged Rainbow 2.0 1 0 0 1.0
General Value Control - Veers/Nightsister/Bala-tik 0 0 1 1.0
Stele Open top 4 - eVeers, Nightsister, Bala 14 12 2 1.0

CBMarkham 371

Performance: So far I’m 10-0 with this deck, and 8 of those games having been in two small tournaments (15 players and 9 players), both of which I won.

Update 02/16/2017: 15-0, and a third tournament won. There were 10 players in attendance, so it's another small one. Yes, this means I've only played 5 games in the last 2 weeks. Still undefeated with this deck. Give it a try.

Update 02/22/2017: 19-0, and a fourth tournament won. Extra small tournament of only 6 players. Won all 3 rounds, and a single casual game. Still undefeated. Why aren't you playing this deck yet?

Update: 03/16/2017: 22-0, and a fifth tournament won. Been very busy with work, but managed to scrape up the time to go to another small, 6 person tournament. There were 3 rounds, where I managed to win against eVader/Raider, eLuke/Ackbar, and a very tough eAckbar/Hired Gun/Rebel Trooper deck.

Update: 04/01/2017: 25-1, and no sixth tournament win to report. Well, it finally happened. I lost a game. It was a 16 player event. I started the tournament 3-0 and was smug as one can be, having faced 3 pretty solid decks without losing a single character, and then in game 4 I faced off against a good player with a well constructed eVader/Raider deck, and there was a combination of good luck on his part and bad luck on my part, the likes of which I've never seen. I ended turn 1 with 5 Damage on Nightsister and 6 Damage on Veers, and still managed to only lose this game by 2HP with an explosive comeback attack from Bala in round 2, but it wasn't quite enough. There are about six different factors I can point to where I can say "If this roll hadn't gone exactly this way, I win", ....but at this point this entire paragraph is clearly my sour grapes. It still stings, and so I'm whining like a chump. Well... it was bound to happen eventually. All and all, I guess 25-1 is still pretty good. It's a fun deck. If you haven't tried it yet, I encourage you to give it a spin. You might not stay undefeated forever, but your results will probably make you smile.

Update: 04/20/2017: 27-2, when it rains, it pours. Already wracked up my second loss to a Vader/Raider deck. There's a specific strategy by which this deck becomes your primary weakness, which is to say, it becomes an actual tough match-up. Bad times.

Update: 04/27/2017: 31-2, finally, a sixth tournament win. Those two loses this month were rough, but today I managed to win four rounds against decks which included ePhasma/Bala/Trooper. 31-2 will probably end up being my record at the end of the Awakenings-only season. I will always remember this as the time that eVeers/Sister/Bala was the best deck in the game, but nobody seemed to know it and nobody played it. Goooood times.

I did swap out one Electroshock for a second Feel Your Anger, as was suggested in the comment section. Feel Your Anger is doing solid work for me.

Premise: Efficiency and value are much more important than speed, which many players are currently making the focus of their game. Each turn your goal is to make your cards and dice yield the greatest aggregate amount of ranged damage, damage prevention, shields, and resources, typically in that order of importance.

How it works: We’re taking a snug 30pts worth of amazing, ranged villain characters from all 3 colors. General Veers has 2 amazing dice for his relatively inexpensive 14pt cost. Each of his dice have 2 different sides that can yield 2 ranged damage, so he’s fantastically efficient. Meanwhile, Bala-Tik and Nightsister both have abilities that are downright amazing. Not only is each one of these characters fairly impressive in their own right, but they just happen to work together to give you access to every neutral and villain card in the game.

Basics: You’re an efficient damage dealing deck. You want to use the very straightforward tactic of generating as much damage as possible to defeat your opponent before they can chew through your health pool. Naturally having 3 characters puts you in the advantageous position of having 24 health, where some faster decks will start with much less. Because you are not focused on speed, I normally let my opponent use their battlefield and take the 2 shields (1 for Veers and 1 for Bala).

Distribute your upgrades between Bala-Tik and Veers in such a way that Bala-Tik doesn’t have more than 2 resources worth of destructible equipment (non-re-deployable) and Veers doesn’t have more than 1. Obviously you can adjust this based on where your opponents are putting their damage and where your shields are, but don’t dump a Jetpack and a D-Pistol on Bala on turn one only to watch him evaporate. Generally speaking, Veers gets promotion, Bala gets redeploy equipment and D-Pistol, Hunker Down goes where it is needed, and Jetpack goes where it can be defended.

Your opponent will be put in the unenviable position of attacking Veers to get 2 amazing dice off the table, or attacking Bala who you’ve been putting redeploy equipment on. If they take out Bala, your equipment moves to Veers and they spent 8 damage taking care of 1 die (2, if you had a D-Pistol or Jetpack on him). If they attack Veers, it’s very easy for Bala’s ability to go off and make up some of the lost value by activating twice in a single turn.

12 comments

licasanova 94

I like this deck concept. Would like to hear how it fares against bigger pools. I think you and I are in the minority - many people don't understand that economy is king.

Scactha 888

Indeed. This looks real good for the reasons the originator lists. Consistency and economy is what it's about. Great list.

Devils Fan 1

I am on board with most of what youre doing here. One thing I would question is should you just cut the one electroshock for the second feel your anger? My thinking here is that electroshock requires that bala-tik hasn't been killed yet and maxes at one dice removed. Feel your anger can be used regardless of what characters you still have in the game, and while it can be useless, it also has a much higher ceiling. Both have the same cost, so that is irrelevant.

CBMarkham 371

@Devils Fan I did actually swap out the Electroshock for the second Feel Your Anger. At first I decided that I didn't want two dice removal cards to end up in my hand that used the same trigger, in case my opponent wasn't rolling blanks, but overall I feel like Feel Your Anger is the superior card, and I've been making good use of it. Thanks for your interest.

Olsen 311

@CBMarkham I like your deck a Lot. I played it about 10 - 12 times and havent lost a single match. I like the rainbow fast and ecxess to all events. Also won a small 6 man tournament with it. In this games i had really bad rolls, but always felt like i have the control. Thanks for the great List.

FatherLucant 1

I have been running a deck that is very similar. The only major difference is I have found more success running 2 FO troopers over Veers. The dice are almost the same but you end up with 5 more health, which makes cannon fodder that much more effective.

CBMarkham 371

@Olsen Thanks! Glad you're enjoying it. As long as you remember to save a card or two for re-rolls, you never end up in too bad a spot by the end of the round, especially with the ability to Nightsister in clutch situations. I'm pleased to hear it's working out for you, as well.

@FatherLucant Yes, I think that the 2Trooper/Bala/Nightsister deck is almost as good, if you run the same card spread as above, with possible exception to the Jetpack, since none of your characters are really equipped to protect an investment that heavy. For me personally, I prefer the superior Veers dice to the 5HP the Troopers give, and I know that if you run this version, your opponent has to choose between taking down Veers or Bala, but against the Trooper/Sister/Bala variant, Bala pretty much always dies first. Unfortunately, most people run the 2xTrooper/Sister/Bala spread and then load it up with Tier 2 cards, but if you're running a similar spread to the above, I'd expect good results.

hardypat 3

@CBMarkham I LOVE this deck. Just won a small tournament with my variant and I'm 7-0 total with it. Let me know what you think of my changes!

hardypat 3

@FatherLucant I play the Bala/Sister/2-Trooper list a ton, but I found this one to be better. The 4-character list spends a lot of its actions just mitigating damage, and never claims the battlefield unless you happen to play Squad Tactics and get lucky with rolls. This list actually gets the battlefield, meaning you 1) get to roll first and kill your opponent quicker 2) get the claim effect and 3) can play Dug In. Also like CBMarkham said, Veers is just better. His dice have the same ranged sides as Stormtrooper, but you don't have to pay for the other 2 ranged, and if you're playing right, you can always get the base damage.

Woodrow 76

I love this deck! Veers is solid, Bala Tik can get scary if they ignore him, and Nightsister is so versatile.

Changes I"ve made: -2 Enrage -2 Logistics -2 Cannon Fodder

Rarely have I been in the situation where I needed more Resources. Usually having 1-2 is enough with the cost of everything in the deck. Also, keeping the Nightsister alive is more important to me than the Cannon Fodder

Added: +2 Isolation +2 Tactical Mastery +1 Feel your anger +1 Electroshock

More dice mitigation and control is key for me. Tactical Mastery can add some needed surprise, although it may get subbed back out. I've found that after I control enough dice, my opponents get gun-shy and assume I'm holding more mitigation even when I'm not and try to play around it.

So far, I went 8-0 in a small local tournament, and have won 7-8 more casual games with this loadout. Lost pretty bad to Vader/Raider and Han did get a lucky 12 dmg roll to one-shot Veers. Overall, very pleased with the consistency and power of the deck. Thanks!

CBMarkham 371

@Woodrow I have to say, I'm very impressed with your analyasis. While I still really like the 3 cards you listed (Enrage, Logistics, Cannon Fodder), I do think they're the weakest three cards in the deck. Which is not to say "weak", because I still mostly think they were among the most deserving in Awakenings, but for sure "weakest".

The problem with Enrage and Logistics is that even though I LOVE to start with them for the early game economy boost that can produce extra weapons that I can ride all the way home, their value really deteriorates quickly, to the extent that I'm not even sure I ever want Logistics after turn 1. I believe that I will replace this card with Aftermath, which mostly suffers from the same problem, but does not require you to roll a resource at any point, and which will likely trigger for 2 to 3 resources per game, if pulled on turn 1 or turn 2, which is a value that I could never ignore.

I may keep Cannon Fodder, because I find it has a way of really tricking an opponent into going for Nightsister 2nd, after their primary target, which often leaves me with a heavy hitter in the end game. That's an obscenely good trick for a cost of zero. Imagine my opponent kills Bala, but I was able to slow them by redirecting 2 damage to Nightsister before Bala dies, now, after that, my opponent is staring at a 5HP Nightsister and a 9HP Veers (probably with shields). It becomes hard for them NOT to go for Nightsister, which lets me ride out the explosive dice of Veers longer. In a very sneaky way, it's like sneaking an extra gun (damage die) into the late game for a cost of zero. The subtle impact of this card is pretty important, I feel.

Enrage is more reliable than Logistics and has a similar impact of making Nightsister appear a higher priority target then she is, but the net value gain might be too low, since you pay both a card and a Health to convert the resource, not to mention that you need these resources less in the very late game, since you're mostly done playing equipment by that point, and your 2 resource per turn are enough to play your control cards. It's possible that I will replace this with Electroshock or Probe.

Now that SoR has mostly been spoiled, I'll tell you that I don't think the character line-up for this (my main deck) is going to change at all, and the equipment may also stay the same, but I do see a lot of very solid events and support cards. I'm probably going to remove Logistics and Enrage, but I may keep Cannon Fodder. I'll have to think on other changes I want to make. Cards I'm strongly considering include:

Air Superiority, Doubt, Aftermath, Friends in Low Places, Force Speed (the card so good, even I, who do not value speed and have only one 7HP blue character, may include it). There are others, lower on the list, but those are the ones I feel represent the most reliable value.

Admiral Raddus 16

Nice Deck. Might try this out sometime.