Ackbar 'Money bags' V2.0

Card draw simulator
Odds: 0% – 0% more
Derived from
Ackbar 'Money bags' 72 57 41 1.0
Inspiration for
Ackbar McDuck Budget (No Legendaries) 0 0 0 1.0
Ackbar 'Money bags' V3.0 (SOR!!!) 7 6 0 3.0

gunslinger 715

Hi guys, this is my newest adaption of my Ackbar 'money bags' deck: http://swdestinydb.com/decklist/view/6881/ackbarmoneybags-1.0

This build came about after testing Rearm in some of my less useful card slots. Afterwards it became apparent that a more proactive strategy would serve the deck better than the controlling one it had formerly used.

No video with this one. Mabye if I do well this weekend :D.

Last event I played I went 4-1 crushing both VaderRaider and Jango decks I played. Lost to Admiral Ackbar/Leia Organa who seemed to draw the nuts, having 2 It's a Trap! with all the good upgrades to quickly steal the game.

Onto the Deck:

Resources are still key. They push the deck over the top on upgrades and allow for the deck to assemble an army of dice early into the game. Rearm came as a great addition adding both cost reduction and cheap source of damage with IQA-11 Blaster Rifle.

Override your upgrades:

  • Second Chance will usually be able to override an upgrade when entering play allowing us to be less cautious with our resources.
  • Save the Holdout Blaster for characters about to die and take advantage of the free upgrade via redeploy. We don't really want to be paying resources for more damage, but with redeploy and ambush the card might as well be 0 to play in this deck.
  • DL-44 Heavy Blaster Pistol Best when played in conjunction with disruption or more DL-44's.

Start the game playing out supporting upgrades Datapad, Scout, and Survival Gear are all great. Get your value and then upgrade into bigger guns. keeping 3 on the hired guns is usually good, but I would consider the reroll on 2.

Play out Slowly:

  • Gain your resources and go wide. Don't invest to heavily on any one character. Especially not Admiral Ackbar who's 2 will translate in 6 damage a lot of the time.
  • Consider playing Hunker Down on the character who isn't being targeted. this will genraly translate into 3+ shields and get you the most value. One heavily upgraded Hired Gun is more that enough to finish a game.

Why cut the Millennium Falcon?

The card is still good. Its more that I have come around on the idea that it may not be the best thing to be doing. At 5 you really need to be getting your moneys worth. Typically its a lightning rode for removal. This isn't as bad as its sounds. Its good that your opponents always have to remove it. They are using a card every turn. However its not like this doesn't happen regardless of what we play. Jamming 2 and 3 cost upgrades into play will draw out the same removal. So in short; more dice is better and cheaper. Its all about the money. We also have the tools to keep our characters alive so we may as well invest in them.

I'm sure there are question. Ask away.

12 comments

noisemaker 1

Falcon is great against Jango decks that are so popular. Having a few heavy supports has saved me a few games. Really like the build prior to this one.

Honda 89

Great deck! What do you think about playing your own It's a Trap!? Have you tried them?

Kaveth 1

19 upgrades seems ridiculously high. Are there any flex slots in the upgrades for possibly some more control elements?

gunslinger 715

@Honda I think the deck is a little light on red dice for It's a Trap! Also the deck usually plays out slowly and has enough focus to get the damage we need.

@Kaveth Your right 19 is a lot. However its not really that simple. Second Chance and Hunker Down don't really count as upgrades. Removing dice and healing damage are effective the same thing.

Scout and Datapad don't deal damage but both great early plays.

The deck has somewhat of an upgrade chain to it having different upgrades for different scenarios. It also likes to put resources into upgrades that it can discard later to play cheap big upgrades like DL-44 Heavy Blaster Pistol and Second Chance.

I believe all the upgrades serve a roll and we aren't losing anything particularly powerful. You could play a Dodge or a Block if your meta is particularly one sided. But the deck already has enough tools at its disposal that there isn't much incentive.

Kaveth 1

@gunslinger the card I want to fit in is Disarm. I feel like it is the most underrated, high value card in the set.

gunslinger 715

@Kaveth I was playing Disarm in my original list and found it awkward most of the time.The problem with it is that you usually pay more than your opponent.

  • Your taking away your own damage, cards and resources to deny them something of about the same value.
  • How much damage does there need to be on a character before its better to just use the damage?
  • How often do you come up against blue decks with many ability upgrades?

Kaveth 1

My thought process is, the only real removal in the game is permanent dice removal, Imo. All effects like Flank tend to play out similarly to an unsummon in M:TG.

Disarm is an investment in giving your opponent less overall roles with their dice, and if your game plan is to out resource them, paying a little more to set them further behind could be part of your game plan.

Scenarios when it is good would be trading 1 and a resource to eat a lightsaber, that perhaps they just overwrote a non redeploy weapon with for value. Otherwise if they discard upgrades that are too expensive for the current turn or possibly bank on the idea of overwriting their weapon with One With The Force you can craft situations where you strip value.

All hypothetical... but wanted to explain my stance.

gunslinger 715

s.the.dornishman 1

I did catch the video that was another great series! I'm sure this one is a little more viable but think I still like 1.0 construction better with the Falcon. Rearm is a very nice addition. Did you miss the Falcon during this tourney? I wish we had more videos of you piloting the deck vs Jabba/Vader, Jango+whatever, Han/Rey. The camera should follow you around at these tourneys ha!

gustavoeidt 1

@gunslinger no Falcon! booo! that's heresy! hahaha! Now seriously, maybe it's a better version but I'll stick with the 1.0 just for the flavour! I had such a great time playing that deck! It was funny to roll 3 resources + Ranged, hear the laugh of my opponent as he removes the wrong die just to stutter after I drop a Falcon turn one! It was funny when someone made me reroll a 4 Ranged Damage side into a 2 resource just to collect it then drop a Launch Bay. Round 1 Falcon, Round 2 Lauch Bay! Oh the good times!

Zonexir 1

`@gunslinger What about to use Comlink instead of Datapad ? I know you need to pay 1 more, but isn't is better to solve on Comlink and in the same time 2 on Admiral Ackbar ?

goodspeedferrari 1

@gunslinger I'm curious about the battlefield choice, Rebel War room provides additional resources while this build generates a lot of money as it is. Starship Graveyard will guarantee survivability when it lets you bring back second chances against highly aggressive decks and can sustain the geared up hired guns to finish up the game. What are your thoughts on this?