Snap Lock

Card draw simulator
Odds: 0% – 0% more
Derived from
Fly Boyz Control 42 32 17 1.0
Inspiration for
None yet.

Book 1394

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. In short, take their resources often and always. This makes playing upgrades and other cards that cost anything for your opponent no longer a reliable 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.

Baze is there as a diversion, as well as some muscle. This deck likes to needle away. What may seem like a weak special on Baze, actually reinforces this.

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 Baze 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. Defensive Position is a solid removal card with all the claiming you will do. Field Medic and Dug in extend your game.

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. 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 :)

I played this with Poe over Baze for 35 games, winning 31 of them. On to Baze and melting faces.

Enjoy!!!

5 comments

sunnyravencourt 19

are you liking the Baze variant more than the poe variant? Which have you had more success with? Can this compete with a poe/maz or palp meta?

Book 1394

@sunnyravencourt Baze is more reliable for damage, but not as bursty as Poe. I like this build more--with the promotion and rearm being slots for whatever one deems worthy. Baze's special is great with the other pew pew ping-type effects in there, albeit weaker than U-Wing--which rarely ever hit the table and/or was Poe'd out.

I think this deck is damn near tier one, if not there. It reliably does the same thing every game. I have played a total of 37 games with this/Poe, losing 5 games. Three of these were to god rolls on my opponents, and in two of these games they barely won--like I needed one more action, down to the wire type shit.

I feel like the deck is two swing cards off from being a monster. I don't feel like Ranged decks can beat this if things go as they are supposed to. It's a beautiful thing with a deck uses a bunch of weird ass card that come together in tandem to work well. This deck is just that.

sunnyravencourt 19

I'm going to really start focusing on playing this. I think the meta is pretty set on PoeMaz and palp right now and I've been eyeing decks like this because I think they cause difficulty for those two in particular. What's your ideal opening hand? Are you looking to put that planetary down for 2, or are you going to promotion/DH-17 Baze and wingman Snap and then upgrade Baze next turn and get to Planetary when you can?

Book 1394

@sunnyravencourt Openers I want: Wingman, Hit and Run, and Holdout. This deck isn't reliant on PU. I usually drop it mid game as a finisher, but never early. This deck will make people claim stupid early, often giving you time walk type equivalents. Wingman is so important, as it speeds up your claim potential.

You want to put them to their resources, as it limits their options and if you choke them, with your battlefield, they are so screwed. No resources means you can slowly build out your kit. You are going to gradually progress your board state. You want resources to flex and use your awesome events that have costs. This isn't a drop Overkill moment one type deck. When you have them choked, play out an upgrade. Dug In to extend health, Medic if needed. Rebel Assault blanks on guys like Palp to save HP.

Collateral and Bombing Run are important. This deck chips and these cards let you needle away resources and health.

You have limited due removal and this deck isn't exactly fast so use your few tools wisely. You want to Defensive Position more than 1 die. Rebel Assault is tricky, so know how to control the tempo of the game--which is the main tenet of this deck: you are in control. Don't just use Snap's die for paltry damage so they can claim on you.

sunnyravencourt 19

Gotcha. Having some difficulty against the blast of palp. I hate to race to the claim against him because I feel like the second he outclaims me, he's going to go off the next round (which was exactly what happened). What's your general strategy against a palp? Are you claiming before him no matter what, or are you trying to be more patient?