eVeers/Guavian/TiePilot

Card draw simulator
Odds: 0% – 0% more
Derived from
eVeers/Guavian/TiePilot 0 0 0 2.0
Inspiration for
eVeers/Guavian/TiePilot 0 0 0 4.0

PDJR_Alastorn 33

I've run this deck through a few tournaments and this deck has shown promise.

I took 5th in a 21 person tournament, only losing in two close matches to FN/BabyVader and FN/Jango - my action economy suffered compared to them so I added in Tactical Mastery.

Took 2nd in a 6 person, losing only to Palaptine who got a well timed rise again but when playing a similar 6 man, I took first, so the deck is well rounded the variation is due to luck and my performance.

Strategy: make use of tie pilots ability to hold ranged damage on the board to kill off 1-2 enemy characters and put the game's tempo heavily in your favor.

Preferred starting hand is as follows: Wingman, Imperial Discipline or DH-17 (Holdout Blaster is acceptable), The Best Defense, Battle Formation, Electroshock.

You want your opponent to go first in most cases, the two shields to tie pilot are valuable to give him some extra defense. Rarely if ever are you going to be able to claim, you have a lot of dice to roll/manipulate and imperial discipline takes an action - but that's okay. *This means I am nominally thinking about replacing Dug In with something like Training or that to put another Tie Pilot Die into play, but it does still have some use for endgame 1v1.

Wingman goes on either veers or Tie Pilot, its essential to get this out in your first hand - activating the two reds together is one of the strengths of this deck. If you have Imperial discipline it goes on Veers, great way to confirm 2 damage to fire with tie pilot modifier or ping enemy after they claim. *Few of my opponents have noted how strong imperial discipline can be, rarely do I actually resolve its main die, its there primarily for its action ability.

Blaster goes onto Veers or Tie Pilot Next (if your opponent has rolled in and has no dice worth mitigating with electroshock) and then fire away.

Best Defense is there to mitigate a potential great enemy roll (which is why you want them to go first, they go (mostly upgrade) - Wingman - they roll - potential for electroshock or best defense. Who you use the best defense on is your personal choice, I normally use the two shields on Tie Pilot and give him 1 damage. If they roll 3 or less damage, its not worth paying a resource - gun up and save the best defense for the Tie Pilots last act when he has 1-2 health to take one for the team.

If possible instead of ditching cards to reroll, use bait and switch or battle formation to confirm damage (especially after tie pilot die has been removed). At max these character dice can hit for 8-9, but 4-5 damage onto a character is not a bad resolve.

Tie pilot is not a universal protection, your opponent can waste their mitigation on him, which you hope for or they can get sneaky and use cards to mitigate your non damage sides of your other two characters. So be aware and don't go fishing too much unless you are secure in your position.

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