Imperial Occupation

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

UnNerv3d 36

The goal of this deck is to get out Local Garrison on turn one. It can do it in a few different ways.

Easy Way: Way one... get Local Garrison out, exhaust a trooper, get a resource, then play Local Garrison.

Optional and harder to setup: Have a Datapad in hand and a Logistics. Play Datapad on Captain Phasma and resolve logistics for two resources.

Finally the most risky way: Have Logistics and roll in each character. Hope for a on any of the characters or that Captain Phasma rolls a .

This will allow you to get four s right away.

I try to make my last action playing the Local Garrison but if an opponent is threatening resource removal, do not hesitate to drop it right away.

Upgrade Play: F-11D Rifle goes onto your troopers, ideally one and one. This way its harder for your opponent to pick which trooper to smack.

DH-17 Blaster Pistol wants to be on Phasma mostly, but if your opponent is not focusing Phasma, then play it on a trooper. Always good to Gaurdian and then get more dice into the pool.

Holdout Blaster needs to go on First Order Stormtrooper and then eventually move over to Phasma on death. If you have too many redeploy's I prioritize F-11D Rifle over the Holdout Blaster.

IQA-11 Blaster Rifle wants to be on Phasma all day long.

Commanding Presence wants to be on Phasma all day long as well. I prioritize Commanding Presence over IQA-11 Blaster Rifle.

The rest is pretty self explanatory... Use Gaurdian aggressively and if you can claim the do it. Otherwise, don't expect the battlefield.

Finally some cards I'm considering here: Remove Occupation Replace with Nowhere to Run it's like a mini It's a Trap! for villians and even if you only get two dice that's four damage.

Possibly go up to 2 Tactical Mastery.

Any other feedback please leave it in the comments below!

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