|Card draw simulator|
Odds: 0% – 0% more
|None. Self-made deck here.|
|Mono Red Hero Budget (No Legendaries)||0||0||0||1.0|
|Need more red gunz||0||0||0||1.0|
|Mono Red ITS A TRAP! (High Win Rate, New List)||26||20||19||1.0|
Originally inspired in December from an opponent on Tabletop Simulator, which I believe may have been inspired by the original Military Catfishing. Nods aside, this deck has been heavily modified over time to the lean and mean fighting machine you see today. It's latest achievement was taking 1st in an 18 person tournament, taking down 3 Jango/Veers and 2 Jango/Trooper/eBala. If your meta is villain ranged aggro heavy, this is THE DECK for you. Enjoy.
Versus ranged aggro, you're looking for your DH-17 Blaster Pistol, It's a Trap!, and a Hit and Run if you can manage it. Throw DH-17 Blaster Pistol on someone, activate Admiral Ackbar, and hope your opponent rolls some ranged damage. If so, Hit and Run Leia Organa, and It's a Trap!!!!! This deals 8 damage, taking out no-shield Bala-Tik and getting General Veers and Jango Fett close to death.
Versus control heavy decks, I tend to look for a Scout in my opening hand. Using its will hinder control decks, and its will get rid of those pesky cards.
Don't be afraid to use Logistics to grab up an extra . Early game is the safest time to use it, and getting a little ahead on resources really lets your events shine for the rest of the game.
Mid-Late Game Combos
I tend to activate Leia Organa first, as removal tends to focus on Admiral Ackbar's . If you have an All In and Hit and Run in hand, roll out Leia Organa, then Hit and Run Ackbar and play All In. Use to find , and resolve away.
!!! Important !!!
Do not be afraid to throw away cards you cannot use in the current or next round. This means if your opponent claims, you SHOULD discard to re-roll or discard at end of round Dug in and Defensive Position. This lets you dig faster for your combo cards, and ensures you have an answer in hand for whatever is coming up next.
Defensive Position is worth playing as long as it removes one dice, so play it aggressively. I use it to remove dice that aren't yet threatening but may be re-rolled into a big threat, like Force Throw showing a 2 . Against Hero Red or Villain Red decks, use it even faster as both decks have solid ways of taking additional actions.
Resolve quickly. Do not leave it sitting on the table as it will get controlled away. Make sure to try and leave more than 1 unmodified showing, even if that means you're paying a resource to resolve it.
Comlink is only ever used defensively to re-roll an opponent's dice. If it is dire and you don't have enough to play it, you can rewrite one of your blaster upgrades. This may sting, but its better to overwrite a soon-to-be-lost upgrade and have a survive another turn.
Heal and early in the round. There are many ways to throw surprise damage in Destiny, Riposte and Armed to the Teeth are two solid examples. Do not find yourself where you lose a while having a Dug in or Field Medic in hand.
Ackbar's ability does not say "may"! If you forget the two damage, it can still be applied later on. Opponent being squirly about this? Get a judge. I very rarely use Ackbar's , but if he is showing it and your opponent is down to 1 card, use it. It is the only time Ackbar ever does 2 damage.
Killing Veers Round 1
So you've got tons of luck and want to pull off the most hilarious combo in this deck? Great. Killing General Veers round 1 is doable, enough so that it is worth shooting for. Go for my suggested aggro opening hand, but mulligan to try and find an additional DH-17 Blaster Pistol. Throw it on Ackbar, and then roll him out. You are praying for a . If you get it, great! Resolve it and give Leia the other DH-17 Blaster Pistol. Now you just need to do the usual It's a Trap! shenanigans to kill off that pesky General.
If you didn't find a second DH-17 Blaster Pistol but instead found a Rearm and a Promotion you're in luck! Give Ackbar the Promotion and roll him out. Draw a card, hopefully drawing into It's a Trap! or Hit and Run. Discard DH-17 Blaster Pistol to re-roll Ackbar. Rearm Leia with the DH-17 Blaster Pistol. And commence blasting.
I used Frozen Wastes with this deck for about a month. Since you do a decent job of claiming first, it usually worked in my favor. However, with control heavy 2 decks like certain Vader/Raiders, I was finding my Frozen Wastes turned against me all too often. While it would work well in the early game, once I had killed a my opponent would often claim early, removing a 2 or the unmodified I needed.
Mos Eisley Spaceport works well for a few reasons. First, it gives no one a major advantage each round by claiming it. Yet it still has utility in the deck. Using it to grab up a DH-17 Blaster Pistol off a soon-to-be-dead is a great play, especially if you still have It's a Trap! to draw on. It can also be used to recycle Comlink for more defensive re-rolls. Another solid play is grabbing up a Promotion from a more damaged , to play an IQA-11 Blaster Rifle the next round on your less damaged - much better than rewriting the Promotion.
- 1st Cloud Cap Games 1/27
- 1st Red Castle 1/31
- 2nd Red Castle 2/7