Bountiful Denial (9's Choke n' Poke Build)

Card draw simulator
Odds: 0% – 0% more
Derived from
Bountiful Denial (Choke Support Build w/ Guide) 36 26 19 1.0
Inspiration for
None yet.

Palabrewtis 518

A deck that quickly sets the pace to deny your opponent resources, and generate loads of your own. With those and starship graveyard you create a powerful engine. That generates damage through FN.

Objective:

Now the initial objective of this deck does not differ from my support deck varient. The idea is to slow your opponent down, so you can do big damage in the early to mid-game. However, unlike that version, this version requires you to start your engine through FN-2199 before the mid-game ideally. In other words, you need to get upgrades on FN-2199 by round 2, and ideally 2+ upgrades on him by then. If you can't start it by round 2 you will be less consistant than the original support build. With that said, it's also a bit faster than the support build, and can end games at a quicker pacing if your up against a lot of agressive decks. The ability to go a whole round equipping multiple weapons on FN can be just devistating.

Mulligan:

95% of your matchups you will hard mulligan for Imperial Inspection and 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 Drudge Work Vibroknife, F-11D Rifle, and 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 early. You have about a 56% chance to hit a disrupt side with eUnkar. So be sure to take advantage of that. Your opponent is going to play their upgrades early, so this is how you get your opponent to lose resources starting round one.

Your second priority is to start generating resources so you can play Local Garrison by the end of round. 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 characters should net you with either enough value on dice to mill a card for money or get money naturally.

I always try to use Unkar’s action mill in the first round. Arguably even skipping out on the drudge work to roll in everyone for more value sides. 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 usually looking for that hyperspace jump, or their Mulligan nets them that super expensive Millennium Falcon. Your blue villains are trying to keep mind probes or force throws for their holocrons. So that's 3-5 resources for me usually in the first round.

Following Rounds FN-2199 Engine

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. Enabling you to ideally control their character dice more effectively.

You on the other hand should be getting out your upgrades with little trouble. Put your upgrades on FN-2199 - Loyal Trooper, roll them in with his ability and resolve them. You can overwrite upgrades to do this multiple times in a round.

So for instance if you have 4 resources lets say. You can play F-11D Rifle on FN-2199 - Loyal Trooper, roll it into pool, resolve it. Then the following turn overwrite it with Rocket Launcher for one resource. Roll in the rocket launcher, resolve it probably spending your last monies. The next turn overwrite it with Z6 Riot Control Baton, roll it in, resolve it. Then finally roll in FN with his riot baton still equipped, and resolve all of it again. I specifically left Riot Baton as the last item in play due to it having redeploy. That way if you lose FN it will just go to the next character and you can still do work with it.

What happens if you roll a + side or resource side that you don't have money for? Hah, easy. Most of those sides are 2-3 value. You can just resolve Unkar's discard action with them! Get yourself more cash to get even more upgrades into play!

If Unkar dies be sure to continue trying to disrupt with Outpost before rolling in FN-2199 with his big guns. Your opponent having no resources prevents the majority of control options.

Give it a whirl, if you have questions feel free to ask in the comments section. I'm very welcoming to criticism, and love hearing input. I'm usually good about getting back to folks within an hour or so.

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