|Card draw simulator|
Odds: 0% – 0% more
|Bountiful Denial (Choke Support Build w/ Guide)||36||26||19||1.0|
This is my SOR base build idea 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, and it's many variants.
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 upgrades and troopers.
Upgrades Mid-Game Build:
eUnkar, Stormtrooper, Deathtrooper (or other 8-10 point chars)
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 Salvage Stand and control cards. If you're playing a super damaging elite character like Poe Dameron - Ace Pilot, Darth Vader - Sith Lord or Palpatine - Galactic Emperor keeping The Best Defense... before Mulligan is highly recommended.
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. Your primary goal is to 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 damage potential of your troopers. The reason is, because most of the time your opponent will be holding something strong with decent value in the first round. It also reduces their ability to reroll.
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, then imperial inspection the cheap upgrades they can afford. This greatly disrupts their flow limiting them to character dice.
You on the other hand should be getting out your upgrades with little trouble. Put your redeployable 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 2-3 upgrades on him to move to the next damage dealer. Be sure to continue disrupting with Outpost before rolling in the big guns. Remember that no resources prevents the majority of their control options.
Where did fast hands go?
There have been some drops made in this latest build. The biggest one being Fast Hands. The card is still very good with Unkar, and adds early game consistency. However, I feel with the direction the meta is moving here, the control options are too important to lose. If you feel like you can afford space for it, then I would say definitely give it a try.
Just keep in mind 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. ;)