Snap-Gon Jinn

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

AllCards 1

I really, really want to make this deck work, but I just can't seem to give it enough teeth or control to be viable. It works great against mid-range decks but folds against aggro or strong mill decks.

I started building this deck after rediscovering Resistance HQ when thinking about new SoR decks. I think Resistance HQ can be used to great effect in this deck. There has been more than one round where I've done 5 damage with Resistance HQ because my opponent didn't have a resource.

The goals of the deck are to make your opponent be very careful with how they use their resources. With Snap's ability and Resistance HQ on the board, there are two possible ways to draw 2 resources per round from your opponent if they want to claim or stop the damage coming from HQ. Ideally you would want to Hit and Run Snap to a two disrupt side and remove their resources before they can do anything. If I didn't have Hit and Run, I would still roll Snap first because it may potentially cause your opponent to have to react if you roll disrupt.

I typically play really slow and work with my supports and cards out of my hand before rolling in QGJ. I always liked to wait for the opponent to either claim or be stuck unable to claim with no resources before rolling him in. I'm not sure it's the best and the last opponent I played suggested that I roll in QGJ first because once he realized that I was waiting, he started playing more aggressively with his damage. It was vs. a Baze/Hired Gunx2 deck where I almost won both times. He suggested that I could have potentially won much easier using a slightly different strategy. This is a tricky deck to pilot and I know I wasn't the most efficient with it.

I stopped trying to make this deck work after playing a Vader/Raider with SoR cards. In every game I played, Snap was dead Round 1. His 8 health just isn't enough against a really aggro deck. Also, I would switch out the battlefield because my V/R opponent was happy to claim and pull up Force Speed or Fast Hands for an extra resource.

If you can make this deck work or have some suggestions that might help, PLEASE PLEASE let me know. I really love this deck and it has won me some games in very satisfying ways. This deck just feels like it could be Tier 1.5 if done right. I'm not sure if it could get there, but I remain hopeful.

No comments