|Card draw simulator|
Odds: 0% – 0% more
|None. Self-made deck here.|
I played a fella the other night on Tabletop (IronChef) who had a deck that inspired me to sit down and make my own. I have played a half dozen games on TTS with this and not lost a game, or even come close, against a wide variety of decks. More testing needs to be done, and there are a couple cards I may drop, but right now this is working beyond well.
At its heart, this is a choke deck on crack. Wexley is a lynch pin in the deck. With both Poe and Snap having disrupt sides, you try and get rid of your opponent's resources. This makes playing upgrades and other cards that cost anything no longer a viable option. Once you choke them out, you leave a single Snap die out, and try and claim to Carbon-freeze one of their threats.
Ideally, you want Wingman in your opener, placing it on Snap. You want to get out your dice and try and disrupt as soon as possible. This is a more than reasonable plan with Hit and Run--esp. when you have the aforementioned Wingman.
Poe is there as a diversion, as well as some muscle. This deck isn't like many Poe builds that rely on the special cheating out monstrous damage. Sure, we have two U-Wing and A180 Blaster, but the shenanigans start getting in Holdout Blaster territory after that.
The deck is quick. Cards like Collateral Damage, Bombing Run, and Guerrilla Warfare allow you to get some extra oomph out of your rolls, needling away at your threats rather than trying to land some unrealistic massive turn--though those can happen, too.
Mostly, you will be trying to resolve as many of your dice and then claim. With Planetary Uprising, this means you are doming their team on the regular. With your battlefield, you are also taking away options--this is especially cruel on decks with lots of non-elite options. But you want to try and slowly upgrade Poe when the opportunity is there, making his rolls more formidable and likely to land some damage.
The deck also has some situational control cards because, well, that's the only options red really has, right? Rebel Assault is very specific, but effective. Suppression allows you to trade damage for control--this is very good with Overkill on a meh roll. Field Medic extends your game.
I am not playing Defensive Position because the amount of action cheats out there is absurd. It's just not as good as it once was, even when you are claiming all the time. Dug in also has taken a hit with the popular Vibroknife. The truth is, the deck is explosive and disruptive enough that you can push your advantage, choke them, and course correct as needed. Additionally, because you really want to try and speed up die resolutions, C-3PO just didn't make the cut--I know, I know, but I am pretty sure this is the right concession.
I decided to go whole hog on the strategy, thinking there is no way this would function well, but to my surprise the deck is good. Like, really good. Just know you aren't going to be playing the more traditional Destiny we all know and love. Expect to claim with dice left in your pool. You may never get Poe to do his thing and cheat a U-Wing into play. Sometimes the Wookie support card is the only thing on your turn that makes anyone bleed. And many times, you will just claim on your turn and manage to kill their last guy with them having no outs :)