Hessian Sack's take on Blank Choke

Card draw simulator
Odds: 0% – 0% more
Derived from
Blank Choke 127 100 27 1.0
Inspiration for
None yet.

Hessian_Hessian_Hessian 239

Yup. I'm a copycat. This deck is just a copy. I've made, like a 4 card difference to the original because I couldn't get the cards. I don't need much criticism, because it's just made from cards that are available to me. Suggestions for replacements for Mind Trick and Boundless Ambition are very welcome though. Must work with game mechanic.

~Hessian Sack

4 comments

Hessian_Hessian_Hessian 239

Hessian_Hessian_Hessian 239

Description for Original Deck:

This deck is centered around forcing your opponents dice to blanks. This does a few things for us:

It fuels a few key cards, Feel Your Anger, It Will Be All Mine, and Cornered Prey It baits the opponent into rerolling their dice, which forces them to discard two thanks to Asajj and removes their options. If they do reroll, Quinlan's damage potential from the special is increased by 2. It slows down the opponent's win condition. Gameplan:

Get upgrades on and supports out asap. In the early game you will be forced to use events to turn dice to blanks, you want to shift that responsibility onto your upgrades for the mid and late game so that you can use your resources on the big events for closing out. If you can get Push and Immobilize out early then you can prolong the life of Asajj (who is very likely going to get targeted first, less health and an oppressive ability) and let her keep pressure on the opponent.

What dice to turn to blanks is going to be situational. Your number 1 priority in the early game is building your board state, so mitigate any die that threatens your ramp (discards and disrupts) in the first couple rounds unless you're about to get a mountain of damage, then switch to just mitigating damage for the last few rounds. If you can stay ahead of your opponent you will likely be able to blank out their whole board once your upgrades get to work.

In general you want to roll out Quinlan before Asajj, if he rolls a special just keep it out for most of the round. You really want to discourage rerolls and this special increases in strength by two every time your opponent wants to reroll. If you didn't go through your hand you can end the round with it or you can Force Strike it or reroll for something else, but you need it out to maintain that pressure.

Note that this deck rarely ever removes dice, this makes it a bit vulnerable to PoeMaz who can't be controlled by turning their dice. In that matchup you'll have to hard mulligan for Feel Your Anger and hope for a blank, which is still not ideal, and target Maz. Poe is no threat without her as you can just blank him out.

Cards:

Force Push Immobilize Force Choke Now I Am The Master These are our main upgrades that will almost exclusively be used to spin our opponent's dice to blanks. These should only ever not be used for turning to blanks when you cannot reroll anymore or the opponents is out of dice to blank out.

Anger Cornered Prey It Will Be All Mine Force Strike Lightsaber Throw Damage from hand, most of these are fueled by blanks but there are a couple in there that don't rely on blanks just so we can constantly do damage throughout. Should expect to do as much if not more damage from hand than from our character dice.

Enrage It Binds All Things Insidious Helps with resource ramping. Things can get expensive fast and we're not counting on our characters to make resources.

Manipulate Something familiar Your Skills Are Complete For the early game these will be your primary way of keeping the pressure on. Manipulate can be used alongside either Force Strike or Anger depending on the situation to not lose the value of your die.

Sideboard:

Rend - We rely on our upgrades to do our dirty work so we need to protect against Imperial Inspection. May need to slot this in if that and other cards are super prevalent in the meta. Force Lightning - A good finisher that can be fueled by blanks. Would need to slot out other cards that rely on blanks so there's not as much contention. Grand Inquisitor's Lightsaber - Steady damage with a special that falls in-line with our strat. Is a bit expensive for what we're trying to do. Clash - In-line with our strat again and works well with Manipulate. Will have to see what damage type dominates the meta first before slotting this in.

RebelTraitor 259

Have you ever considered I am your father? It gives you a huge advantage with quinlan specials or can be cool removal

Hessian_Hessian_Hessian 239

@RebelTraitor I see what you mean, it's a great card, but I don't really want to throw out some better cards to have that in there. My reasoning is: If If someone has a hand with a couple of nice upgrades, if they've got any brains, they'll choose to keep that and take 2 damage. At least, that's what I'd do. Just my opinion.