Bountiful Denial (Choke Support Build w/ Guide)

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Bountiful Denial (Mill Build) 0 0 0 1.0
Bountiful Denial (9's Choke n' Poke Build) 13 11 0 1.0
Triggered 0 0 0 1.0
Bountiful Denial (Choke Support Build w/ Guide v2.0) 4 4 0 2.0
Bountiful Denial (Choke n' Poke 2.0) 17 15 8 1.0
Unkar's Salvage Control - SC Winner, GG Rockingham WA 2 2 0 1.0

Palabrewtis 518

This is my SOR deck I've been working on for a while, and will continue to make tweaks and adjustments to. For the moment though, I'm very happy with it, and enjoy playing it.

It's a deck that quickly sets the pace to deny resources, and mitigate your opponent's damage potential. All while generating enough resources to facilitate a mid-game damage burst through supports and troopers.

Support Mid-Late Game Build:

eUnkar, Stormtrooper, Deathtrooper (or other 8-10 point chars)

Tons of 8-10 point characters have their merits in this build. I personally prefer the Deathtrooper as it is more hardy, has a better die for Unkar's Action Ability, initiative roll, better damage sides, and a disrupt side for extra chances to proc imperial inspection.

I'd go into details about different character choices requiring slightly different builds. However this guide is long as it is.

So you look at this deck and probably wonder “What exactly am I supposed to be doing?” Well the deck itself is designed to slow the game down to a crawl for your opponent. While ramping yourself into consistent upgrades and damage supports.

I'll be honest. This is a hell of a lot of words. The TL;DR is non-existent, so you can just give it a whirl on your own.

However if you're confused by how it works the write-up below will help. This type of deck is very complex, with a lot of moving parts. Remember no deck beats everything, and you'll have the occasional game where things just don't go the way you want. If you're experiencing difficulty in most games then read the guide. The write-up below will help you minimize problems, and help you understand the potential of this deck. I'm consistently placing top table or winning the local tournaments with this deck.

Mulligan:

95% of your matchups you will hard Mulligan for Imperial Inspection, and secondly Local Garrison. These two cards in conjunction with Unkar, and the amount of disruption, will make it exceedingly difficult for your opponent to get upgrades in play. No matter how great your opponent's character dice are, they're typically easy to control.

After you have those two cards, your secondary keeps are Fast Hands, Drudge Work, or My Kind of Scum. Followed by ideally a control card like The Best Defense.... If you're playing a super elite character like Darth Vader - Sith Lord or Palpatine - Galactic Emperor keeping The Best Defense... before Mulligan is highly recommended.

First Round:

Get Imperial Inspection down! Try not to roll in Unkar until this has happened. You have about a 56% chance to hit a disrupt side with eUnkar. So be sure to take advantage of that. This is how you get your opponent to lose resources starting round one.

Your second priority is to start generating resources. If you got a drudge work that's great, drudge your Stormtrooper for a resource and play local Garrison before the end of the round. Rolling in your chars should net you with either enough value on dice to mill a card for money or get money naturally.

I personally always try to use Unkar’s action mill in the first round. Arguably even skipping out on the drudge work, to roll in the Stormtrooper, if the Death trooper let me down. The reason is, because most of the time your opponent will be holding something strong with decent value in the first round. Your yellow heroes are always looking for that hyperspace jump, or their Mulligan nets them that millennium falcon. Yes I'll definitely take 5 resources!

Following Turns:

By turn two your opponent should not have more than one resource, and you should be starting with 3+ on average in my experience.

At this point it's all very much the same each round. They try to get out upgrades, you roll in Unkar, imperial inspection the cheap upgrades they can afford. This greatly disrupts their flow. If Unkar has Fast Hands, and you have My Kind of Scum it's a triple threat. Rolling in disrupts, bouncing upgrades, then stealing resources to give to yourself.

You on the other hand should be getting out your upgrades or supports with little trouble. Put your upgrades on Unkar, as he'll be their primary target. That's totally fine, by time they kill him usually around round 4 his job has been done. You will usually have at least 2 upgrades on him to move to the next lowest hp damage dealer. Along with 2-3 supports adding big damage potential. Be sure to continue disrupting with Outpost before rolling in the big guns. Remember that no resources prevents the majority of control options.

So now I'll discuss the specific choices I made. Offering some reasons and uses.

Upgrades:

Why are there upgrades, what's the point of 4 upgrades? Well simply put all 4 have redeploy, resource sides and multiple 2 value sides. They lend themselves well to the whole point of this deck. Which is to generate resources through either mill action or resource sides. Then in the mid to late game, lay down the hurt. The other reason is there simply isn't enough good damaging vehicles for villains. Even with the release of SoR in my opinion.

The resource sides suddenly mean a lot with bait and switch. Allowing you to do a bit of sideways damage.

Alternatively I'd even consider one less F-11D Rifle in favor of one Jetpack. As jetpack lends itself to Unkar's ability exceptionally well early game, and represents a big damage threat Mid-Late Game. Also Z6 Riot Control Baton has preformed surprisingly well even mixing damage. Note that jetpack would get equipped to the death trooper instead of Unkar.

I simply favor the redeploy weapons, and is why I list them. Jetpack does however pretty much guarantee their second target will be the death trooper. This makes for a higher value Endless Ranks.

Fast Hands is just so darn good on Unkar. See the aforementioned triple threat of rolling disrupt. The second copy if you draw should go on the Death Trooper. This upgrade is also a potential drop for more damage oriented upgrades, or events. It is really good early game, and here primarily as a consistency booster after a rough mulligan. With salvage stand and imperial inspection you're probably hitting a point where resolving disrupts hits diminishing returns. So fast hands begins to lose value.

Supports:

Since this game came to my attention I wanted support ships to work. I loved the idea of having an ,AT-ST rolling in and laying waste to characters in one shot. But there's a problem with supports. They're slow, expensive and easy to control. Right?

Well what if your opponent has no money, no force throw, no immobilize… Think they'll still find that 5 damage die easy to control?

Now I no longer have the AT-ST in this build. It's a hard hitting vehicle, but it suffers hard from its own special sides. One cunning and it's gone. In comes…

Slave I -

The only legendary in this deck, and it deserves 2 copies. More consistent damage sides, with a special that doesn't kill itself, and a resource side for bait and switch shenanigans. It's two resources cheaper to boot. Talk about value! You'll want 2 copies to get it out consistently early. The other will just provide you with rerolls, which is never a bad thing to have Mid-Late game.

Alternatively I'd you really don't like the idea of doubling up on a card you can only play once, then I would go AT-ST. Only because the damage can be devistating. But know that it will be much harder to get out all 4 vehicles than just focusing on 3 and 3 redeployable upgrades. Which is arguably a better use of your money.

First Order TIE Fighter -

These little guys are understated. Their in my experience almost always result in at least 2 damage. So to me that is 4 damage sides, and a . What people sometimes forget is they remove “all” of your opponent's shields on all characters. Han/Rey, Quigon, any deck that likes to generate shields for riposte all hate seeing these things hit the board. They also act as an imperial inspection initiator late game if you lose Unkar.

Outpost -

Another big Imperial Inspection initiator. 33% chance to hit . This comes in handy late game with a loss of Unkar. Along with a focus side and a battlefield claim ability that goes well with your battlefield, or with the really powerful claims in SoR like Carbon-freezing Chamber - Bespin. Running 2 is not out of contention, a one of is just my preference. At some point you'll run into diminishing returns on Imperial Inspection and disrupt sides. You absolutely need to get this card on the board before Unkar dies.

My Kind of Scum / Drudge Work -

Both of these are great, but both start losing value once Unkar is dead. My kind of scum in conjunction with fast hands on Unkar is just such a brutal combo for your opponent to deal with. Drudge work is superb early game to get guaranteed resources out of your dudes and quicker claims.

You can alternatively use Underworld Connections, but I find more consistency with Drudge Work. Drudge work also helps you to speed up your game for claim potential.

Events

Confiscation -

Using confiscation intelligently​ is crucial. Depending on your matchups you could run into times where you're unable to mitigate their resource generation. Maybe they get off a Second Chance or Force Throw rolled special and you need to roll in your big guns. Wait until they roll out their upgrade and it poses an actual threat. Or if you know they'll have second chance, save it for their ultimate demise. Sure you can spend multiple turns attempting to get a char to 1 health, or just spend 3 resources on Confiscation, and kill them outright...

Bait and Switch -

God I want two copies of this. But it's unfortunately not always useful. When it is though, it is so good. Imagine upon rolling out you have + modifiers on all of your upgrades, a showing on Slave I, and a normal 2 showing on Death Trooper. Your opponent will mitigate that 2, thinking all is well. Then boom, Bait and Switch change Slave I's to a side and resolve all your damage against your primary target.

Or early game perhaps you're not getting the sides you need. You definitely will roll on Unkar if not . You can change to and resolve, before your opponent thinks to pay for something. Or perhaps do it before you start rolling out damage to prevent costly removal. If I were to replace something for a second copy of Bait and Switch it'd probably be My Kind of Scum.

Endless Ranks -

7-10 Health late game for resources you're gonna have. Need I say more? You'll spend time removing dice with The Best Defense... and Cannon Fodder, essentially killing your own dudes. Only knowing you have this as a backup. More than one is overkill, and unlikely to come to fruition.

The rest of the events are typical control stuff. You should know what to do with em.

Honorable Mentions & Substitutions - E-Web Emplacement, Rocket Launcher, Z6 Riot Control Baton, AT-ST, Jetpack probably about 10 others. You should play with them all. What I posted was simply my original preferred list that was doing well.

My most common substitutions (meta dependant): Sub 1x AT-ST for 1x Slave I. Sub Bait and Switch for My Kind of Scum Sub 1x Z6 Riot Control Baton for 1x F-11D Rifle

Conclusions​ and alternative style builds:

I hope you found this helpful, and enjoy builds like this as much as I do. I really like decks that mess with folks and force them to play my game.

This can be modified to a mill win condition using cards like Loose Ends. Instead of damage upgrades/supports using your discard centric upgrades like Blackmail, Con Artist, Cunning etc.

You'd need to switch to Command Center - Lothal. Likely use 2 Outpost and 2 New Orders, and run a second yellow char like Guavian Enforcer, Bala-Tik - Gang Leader or Tusken Raider over death trooper. I will be posting a little mill deck I've had fun with based of this later. Tie Pilotand Tusken Raider both have 3 value sides that turn into and generation with Unkar ;) Seen here Choke n' Steal

Also alternatively you can do a build around FN-2199 - Loyal Trooper, focusing heavily on damage upgrades instead of support vehicles. Seen here Choke n' Poke

However, I found those builds to be less consistent. They did good, and were fun, but I just like supports darnit!

Either way a controlling build like this can be a tough deck to recover with if you get off to a really poor start vs super fast decks. Don't get discouraged, just roll less 6's and draw better next time bro. ;)

19 comments

Iskios 1

This deck is really nifty. It's cool to see supports doing work for once. I watched a guy at a pretty good sized tournament come in second with it. In final game the dude confiscated a force throw with Holocron showing special in pool. Seemed tilted after that.

That said I think it's pretty punishing for misplays though. Skill level is definitely a factor because there is a lot to track. One missed opportunity can cost you big time, and you gotta know when to switch from discard game to boomstick game. It's definitely powerful in the right hands though.

Palabrewtis 518

Well that is embarrassing, it was me! Lol. I was definitely tilted. I made a lot of mistakes that game, I think starting with picking his battlefield so I could get some shields on Unkar.

My opponent was playing General Grievous - Jedi Hunter Count Dooku - Devious Strategist. I was very inexperienced to the deck, and for whatever reason didn't think to trust my own deck to handle the 2 cost upgrades if I lost them to Grievous. So I was using them to discard. Looking back, since I wasn't drawing into my support vehicles, I really should have just played the upgrades and maybe I would have done enough damage to kill Grevious faster than I did around around round 4.

Honestly the biggest thing that tilted me was probably having my one copy of Endless ranks discarded by Dooku the round before I did the confiscation dumb play. I had resources to play it to bring back my Deathtrooper too.

Next time hopefully I'll be a little more comfortable vs that match up. Needless to say, getting distracted by your own misplays or bad luck will lose you games!

whozeppelin224 15

Hey there @Palabrewtis ran this deck in a GNK tournament yesterday, and it is a fun one! The control you have with this deck in terms of resource denial and resource generation is really cool and certainly frustrating for your opponent. Props for the Outpost inclusion.

The only thing that I might change is maybe dropping the My Kind of Scum for possibly another Endless Ranks.

Palabrewtis 518

Hey, cool to hear it is out there in other regions! I would agree that my kind of scum is probably the top choice for dropping for other copies of cards. I regularly find myself dropping it for a second copy of bait and switch. Which is the version I won my last tournament with.

2 endless ranks always seemed like overkill in most scenarios for me. It would be very tough to get off two, unless the opponent kills your troopers first for some reason. The second did add consistency in getting it drawn, but I found I typically didn't want it in hand until round 4 or so. The biggest problem was I regularly found myself getting it in mulligan and earlier rounds. So I took one out to try to mitigate that dead card scenario. Two copies does add a little security to scenarios where you get it discarded on you like my loss Thursday though. Haha!

Palabrewtis 518

@whozeppelin224 I also dropped He Doesn't Like You for Unpredictable that night. I'm so wishy washy on those cards. Unpredictable can just turn into a bad day for your opponent when you use it on one of your own dice and get the rolls you need.

whozeppelin224 15

@Palabrewtis True, two Endless Ranks might be a bit much, I did have two opponents go for the Troopers first and only one went for Unkar. We had a 6-player tournament, I went 2-1, beating eChewie/eMon and FN-2199/Krennic, lost to Jabba/Dooku

I actually like He Doesn't Like You in the deck because sometimes if you've done a good enough job to where you've choked out your opponent, the disrupts can sometimes be a great target for HDLY.

Palabrewtis 518

@whozeppelin224 well done going 2-1, especially if you hadn't played it much before hand. It took me probably about 20 games I before I felt I had a really good handle on how strong it can be, and what to do in certain scenarios.

I find Jabba Dooku in both variants being a tough matchup. Holocron is a troublesome upgrade. When I pick it through Unkar's Discard Action I'm not even mad at getting 0 resources.

The other issue is Jabba will really mess up your best laid plans​. This an intricate deck that really wants to keep it's cards and play almost all of them. Even to a point I will control Discard sides before damage sides much of the time if I feel it threatens my game plan. Best advice is to get down upgrades or a ship fast on a trooper so you can really push for Jabba's death before their force throws and mind probes start doing work.

Surprisingly though I have not had as much trouble with the hero mill decks. They rely so heavily on their 2 cost upgrades to mill rapidly. So they just keep losing them to imperial inspection. Villain mill with Blue can still output solid damage when needed, and has better control.

Foz 1024

If Redeploy is the key element for upgrades, might Z6 Riot Control Baton have a home here? It's 1 extra resource and melee instead of ranged, but the reroll and high damage sides make for some dependable damage output.

Palabrewtis 518

Yep, I actually mention it in the guide as an acceptable replacement for one of the F-11D Rifles. I have actually be using it more often than not. The down side is obviously you're mixing damage, and it will slow your game down more. I find it's, coincidentally enough, a good counter when playing against an Imperial Inspection mirror.

Palabrewtis 518

On that note I went ahead and cleaned up the guide a little bit, and at the bottom threw compiled some specific substitutions that I mentioned throughout the guide.

Foz 1024

Last night I ran a slightly modified version of this against Padawan / Padawan / eRey. Unkar Plutt - Junk Dealer died round 4, but the damage was done. Even the Padawan weapon discount wasn't enough for him to keep anything bigger than a Rey's Staff, which he paid for several times due to Imperial Inspection. He landed an early Lightsaberr but Confiscation found it before it ever resolved. The transition from disruption to damage feels a bit strange, but it did work. I found it difficult to claim my own battlefield - resource starved opponents don't have many plays to make, while I always seemed to have a ton to do. The battlefield did let him play two It Binds All Things for free by the end of the game, which could be a substantial problem if it happens earlier in the game.

My version had 2x Bait and Switch and it felt amazing. Used both copies, the second play Killed Rey - Force Prodigy one action before she would have resolved lethal damage on Death Trooper. I feel like this list needs Disarm. It's one of the few ways to deal effectively with Sith Holocron which is likely to dump 3- and 4-cost upgrades into play that are difficult to deal with, breaking the resource/inspection lock. The deck also has far larger damage sides than typical due to the vehicles, so if you have one down it could prove a cost-efficient way to remove any larger upgrades that get through. Plus it gives you a way to hit upgrades after Unkar dies, when it becomes much more difficult to trigger Inspection.

Speaking of Unkar dying, his near-certain early demise makes me think Electroshock should be cut. It can certainly be good, but we have enough other removal options that I don't feel it's necessary to risk it turning up after he's already dead. Personally I'm inclined to just run another He Doesn't Like You in that slot. For the most part the other cards all did work, though I never did get a vehicle on board, I had scraped together a Holdout and F-11D instead.

Palabrewtis 518

Hey @Foz thanks for the comment. I really like the idea of substituting a Disarm in for the Electroshock. I had already dropped down to 1 Electroshock for the exact reason stated. Unkar will die, it's almost inevitable. Holocron can be a pain in the booty, but disarm would discard it. So I must agree it's a good addition that I wasn't originally considering because of the choking nature of the deck. As well I made a permanent change removing My Kind of Scum as it was just Overkill.

Tonight I'll do something like below at the tournament to see how it performs.

-1 My Kind of Scum -1 Electroshock

+1 Bait and Switch +1 Disarm

And yeah, it's not completely out of the question that you end up with just upgrades and it works fine.The troopers can do some great damage on their own with minimal gear. You can do this deck with nothing but upgrades, but the idea was originally to make a fun support deck that actually worked with some consistency. The FN-2199 variant to this deck is my upgrade fun one that I think I'm gonna add disarm to as well.

zmanfarlee 19

This Deck is fun and great and I think can do even more! I used the extra bait and switch and disarm. They were not very effective when I drew them but we will have to see in the future. I barely lost to Unkar/Jabba on my second game out of three (won 2) but I think it was due to my inexperience.

I think I want to switch out the tie fighter but I am loving this deck. Slave 1 is GAS!

Palabrewtis 518

Glad you liked it! You're absolutely right in the fact the deck can do so much more. The shell of the deck being denial means you build around the same shell, and the rest of your deck just needs a focused win condition. You will be able to win games, and have a good time. I just wish there were more effective gun supports to play with like Slave I. I'd love to get a U-Wing in here. Keep tweaking it to your liking and let me know what you find works well for ya. I love trying different suggested cards.

I've been play testing my mill variant to this again, and it's just funny. Being able to put 2 Cunning and a Con Artist round 1 or 2 is just so silly. You can get your specials going and mill through a whole deck pretty consistently by round 4. All while they are limited to character dice and minimal control options due to the denial shell Unkar enables.

Foz 1024

My newest version has Jetpack and Training instead of the 4 vehicles. Haven't been able to test it yet though. On the surface they look quite efficient. Both have good damage and also have the side benefit of a disrupt side (assuming you Training the Death Trooper). Presumably that makes my game plan to fling damage onto FO Trooper as much as possible and try to make Death Trooper the last man standing. It might end up being a liability to play non-redeploy upgrades, but they seem good enough to warrant some testing.

Palabrewtis 518

Yep they're both good, wish I could have 40 slots in my deck. :D

Palabrewtis 518

We have been having a good discussion this afternoon on knights of Ren discord on Unkar support builds. One or the contributors (@FyreEmblem) suggested a build with Unkar and two Tie Pilots.

I primarily found their ideas to try Astromech and Quadjumper again has merits. Mostly because their build went a bit heavier on the support end bringing an extra 2x AT-ST. Dropping some cheaper upgrades and the First Order TIE Fighters. Which in my guide I had mentioned as being a bit slower than ideal vs quick decks. Perhaps the meta is slowing down enough to support it?

I will be doing some testing with those characters in a modified build to see how it ends up. I'm not entirely comfortable dropping my baby tie fighters, but y'all already know I love Tie Pilot with Unkar for those juicy +3s. Amazing for early game discard, and mid-game damage alike.

Will it stand up to the speed of newer decks? Does it have enough health to survive? Who knows? I say let's find out! I would love to hear your thoughts, and testing results as well.

Foz 1024

Given all the modified sides, I expect it means they're useful for little except Unkar's action in the early game, but that might not be much of a drawback. We weren't usually trying to do damage with troopers during that time anyway, and the ability to protect vehicle dice if they show ranged could prove useful. I expect that might be the way to go if you want vehicles to do your heavy lifting.

Palabrewtis 518

I don't think protection of vehicle die is ever much of an issue. The majority of my games vehicles get rolled in last. After resources are gone, and usually their dice are either resolved or removed. It's really difficult to control a die without money or die of your own. I was more intrigued by the fact he was using friends in high places, and going a little heavier on expensive supports. I like their +3 sides for sure though. They're good for inititive roll, and getting an action out of Unkar early. They're incredibly squishy though in my testing. 14hp isn't much to chew through, and you lose most of your oomph with them down if you don't get those vehicles down quick. You lose The Best Defense... because it's pretty much unplayable. You will kill your guys too fast. 3 health doesn't seem like much, until your looking at a 7 damage spread across the board with no control options.

Friends in High Places is pretty cool when it goes off on something beneficial early. But it's adding a casino element to the deck that I'm not 100% sold on. For fun it's great, and feels good. Competitively​ though; adding a chance to draw something you want, at the expense of discarding 2 cards you'd likely want at some point, seems risky. It also loses you reroll potential for the course of the game. He uses astromech and quadjumpper primarily because I don't think he counts on rerolls. But nonetheless it's a risky proposition. You almost always want all your cards, if you didn't, why were they in the deck? But getting out stuff quickly and for free is solid. Super good round one if you didn't get local garrison, but it's one of the next 3 cards. Or just in general if you pull AT-ST.

Either way, still testing. I will be making my 2.0 of this hopefully by the weekend sometime, with an updated guide on the new build.