TRAITOR RAINBOW with a comprehensive guide (Competitive)

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Villain Rainbow 0 0 0 1.0

MagonX 235

Hello everyone! My name is Lucas Magon, and I'm a SWD competitive player since the launch of the game. I created this deck (it is already in it's 8th version) in order to be a responsive, flexible and adaptable deck for EVERY matchup in the metagame right now. Im currently with 23W and only 4L with this deck, so it is a good amount of wins against a lot of different decks in SoR environment. I'll try to summarize and breakdown all the cards here, and explain why they are important for this deck to run. This is a very hard deck to pilot, and demands training over training to achieve it max potential. Hope you guys like it, I'm willing to see comments and suggestions :D

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PROS:

INSANE survavibility - 32 HP among all characters with lots of shields from your dice.

RAINBOW - you can use the best cards among all colors

SECOND WIN CONDITION - the damage isn't working out for you? It's ok, you can always go for milling as a secondary strategy, as you have Unkar and 4 upgrades with mill sides.

GOOD MIDRANGE DAMAGE - this deck can dishes out around 4 to 8 damage each turn, while controlling the dice from the opponent.

GOOD RESOURCES GENERATION - because of FN and Unkar ability, no die is a lost die. You can always use +2 ranged with 1 shield to hit Unkar passive and generate resources among lost dice in the table.

8 REDEPLOYS - yes, you heard it right. 8 freaking upgrades with redeploy. There is no lost money in this deck.

LOSE-LOSE SITUATION FOR THE OPPONENT - it is hard to choose a character to focus the damage, since all of your characters have good abilities.

GOOD THEME - this is a hard to see combination of characters, so you'll always be unpredictable for your opponents and your trick plays will fascinate them!

CONS:

ONLY 3 STARTING DICE - You'll almost always lose your battlefield in beggining rolls, because you'll only start with 3 dice. Your dice is not that consistent either.

MIDRANGE DECK - this deck is not fast, so it'll be hard for you to start claiming in the beginning of the match.

HARD TO PLAY AGAINST MILL - this deck can mill itself really hard, so you need to be careful to play against strongest mill decks (Padme and Jabba, for example). Against them, you are the aggro and need to kill them as fast as possible.

RESOURCE INTENSIVE - If you're playing against a resource control deck, you might have difficulties to generate resources and to pay for your damage (a lot of your upgrades have high costs) and to pay for your upgrades. Be careful with that!

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HOW TO PLAY WITH THIS DECK:

You're aiming to generate resources and control your opponent in Turn 1 and 2. You only start doing good damage around turns 3 or 4, so aim first for the control and mill to get resources using the Unkar passive. Best hand combinations for you to start are those which have 3 upgrades that you can replace with FN and 1 - 2 control cards to play around against agressive decks. If you're playing against a midrange/control/mill deck, you always want to dish out some damage in the early turns, to make force your opponent to heal and waste their control early, while you build up your table.

Since you have 6 upgrades with ambush, it is also a good idea to roll out Kylo or Unkar before rolling FN, so you can use Unkar passive with bad dice in the table. Again: no die is a lost die in this deck. If you roll blanks, start controlling your opponent first before rerolling. If you roll damage, just resolve it asap. If you roll weird, use Unkar ability to fix your weirdness.

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CARD JUSTIFICATION:

For Flexibility, Speed and Trick plays:

(Force Speed, Tactical Mastery, Cheat and the upgrades with Ambush) You are slow, but NOT that slow. You can always try to overwhelm slowest decks because of your action cheating. You can also use the ambush in some upgrades to add more damage to your dice in the pool, if you put them in FN.

For survival and control: (Force illusion, Prized Possession, Rise Again, Feel your Anger, He doesn't like you, Mind Trick)

Everything in this list is a valuable card, that is almost going to fix your problems. If you need to survive a 8+ damage hit, use Force Illusion to frustrate your opponent. If The dice mitigation cards have good value here, and since you'll generate lots of resources, i'ts not a bad idea to use cards that will almost always remove 2 or more dice. Remember, survivability is the key word in this deck.

For damage:

(All the other upgrades and Backup Muscle)

All the upgrades here can deal a ton of damage. You just need to be careful against Block, High-ground, Reversal and other cards that can really punish you for not resolving your dice. You ALWAYS want to resolve black symbol dice in the table, and you shouldn't wait for modifiers because they are going to be used with Unkar passive. Don't lose your damage, or you might fall behind in the match. Also, Backup Muscle is just to good to not be included here :p

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CONCLUSION

I'm very glad that I created this deck from nowhere, and it's really smooth now. Feel free to download, copy and try your combinations. I'm looking forward to see your opinions, so feel free to comment here.

Thank you very much!

8 comments

jimmygstar 7

to little mitigation and force illusion is counter intuitive to the decks goal, for real rainbow fn i much prefer fn duku and tuskan, high health all redeploy. duku is a beast to kill, they have the same issue with target priority but normally goes fn duku tuskan in my games played.

m4lk4v00 14

Hi, I did a deck with these guys too and it's hard to find the balance between upgrades and events. Did you tried to remove the backup muscle to put more control? Such as Electroshock or maybe Flank (Since FN activate late in the turn)?

JLeeSr 33

I believe I've played you on TTS. You may be a good player, however you play EXTREMELY slowly. To the point where I wondered if perhaps you had a physical impairment. Twice I've had to simply end the game (even while ahead) because it was taking an unreasonable amount of time for you to make basic moves. I question the 23-4 win/loss ratio for that very reason. This deck appears inconsistent and unreliable and the characters don't compliment each other in any way. But, good luck, and I hope you do well with it.

MagonX 235

@jimmygstar Yes, I'm running 8 cards to mitigate the damage from the opponent, and they are actually more than enough for this deck. Since the main focus is to replace upgrades and dish out some damage, too much mitigation can end in you having to discard cards from your hand to reroll dice or just because they won't have too much use for you.

@m4lk4v00Flank could be a good card to add, but I'm only using events to remove a lot of dice together. The only exception is the He doesn't like you because you usually roll more dice than the opponent each turn, so it's ok to remove 1 of your dice because it is going to be rerolled by FN later.

@JLeeSr I don't play slow, so wasn't me, for sure. And please keep up the good manners and try to be less toxic next time you try to comment on someone's deck. Try to be additive in your critics, and not that negative about something :)

JLeeSr 33

`@MagonX my sincere apologies if I have mistaken you for another person. His TTS name is Luca so I seemed to have assumed incorrectly. Best of luck.

Widied 1

Have you tried mos eisley? Seems it could have synergy with fn?

Insidias 1

Works very well, made a few modifications but only to match my own playstyle.

Palabrewtis 518

I've done something similar to this before in my testing. A really fun card is Boundless Ambition, that you may want to consider. You can draw back in a full hand of upgrades to play with on FN.