Snoke's Advanced Trooper Training Program

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Snoke Patrol 0 0 0 1.0
Snoke's Advanced Trooper Training Program [New RRG] 9 6 2 4.0

Turner 282

Snoke's Advanced Trooper Training Program

At this point in Star Wars: Destiny, Snoke - Supreme Leader needs no real introduction. You have most likely seen him played, played against, or played as him by now. For the sake of new players reading this: Check out Snoke's Power Action.
It translates to "VERY GOOD".

The best part to this deck in my opinion is the new Plot Advanced Training, and the way it can work with Snoke's Power Action. This makes each side available on the First Order Stormtrooper's dice a viable option for Snoke's Power Action. There will definitely be different ways to build this deck... Some will focus on more Blue Abilities to go on Snoke. For this deck, I chose to focus on including Upgrades for my Troopers that feature Redeploy and cheap Mitigation events. There are some expensive (very worth it) Upgrades and Supports in this deck, but that wont be a huge issue for you, as you have pretty great dice control to confirm Resource () sides with Snoke's 2 Focus () sides. Salt Flats - Crait's Power Action provides you the option to confirm the 2 Focus () side on Snoke, or blank an Opponent's dice. Both are very good options. All Supports in this deck are the Trooper subtype. Their Blanks () can be used with Advanced Training.

Other cards that fit in well:
- Force Pull
- Force Wave
- E-5 Blaster Carbine
- TIE Fighter
- Torment
- Near Miss
- The Best Defense...
- Power From Pain
- Scorched Earth
- Tactical Mastery
- Handheld L-S1 Cannon

Notes:

13 comments

s_korvo 7

tactical mastery into deployment seems good. nothing for downgrades?

Turner 282

@DiscardingAgainToRerollCurrently the only Downgrade I worry about is Hampered, and I dont think that one provides too much of a threat here.

PeoplesChampion92 2

Have you considered including the Imperial Officer to keep your Megablaster Troopers pumping out 2 First Order Stormtrooper dice each round when Snoke - Supreme Leader dies?

Turner 282

@PeoplesChampionI totally did... However, my thoughts around it were "why would I need to correct my Trooper dice with this plot?". You are onto something there... I think the Officer is definitely worth considering to keep the power up on Megablaster Troopers. Leader subtype being on that Support did not cross my mind when putting it together. Seems easy enough to swap out one of the 2 cost upgrades for Imperial Officer.

Great feedback, and thanks for checking out the deck!

Strog 885

I loved you idea and I tried my own version yesterday. It was crazy good, many time I had Fist + Megablaster + Force storm on the table.

I removed the weapons, Deployment and Tactical Mastery. I added Probe, The Best Defense..., Torment and Mind Extraction (I love this card).

I switched Conscript Squad for Imperial Officer because I love the stability on the ressource side for Snoke's Power Action.

A strong deck that I will continue to play and upgrade.

Turner 282

@StrogThank you for the kind words. After a few games tonight, I found myself really wanting Imperial Officer to keep my Megablaster Troopers online. The deck sorta fizzles out when Snoke dies. I will be taking out the 4 guns for Imperial Officer x2 and Scorched Earth x2. Thanks for the great feedback!

Widied 1

I like this deck. How did you find Scorched Earth?

Turner 282

@Widied I found out that having Scorched Earth (x2) and Pulverize (x2) was too expensive, and I kept running into games where my opponent would just slow resolve their dice. Scorched Earth (x2) has been cut out of my deck in favor of putting Deployment (x2) back in. Scorched is still good, just situational. Thanks for checking out the deck!

Turner 282

Hi everyone. Today I added a link in the deck description to the most up to date list of this deck I am currently testing. Feel free to check it out!

Widied 1

I really like deployment/tactical mastery. I've been playing one pulverize and my plan is to play one mind extraction. Off the top of my head, I've added imperial officer (seems necessary), removed the force jump (I don't know why but never seem to want to play it), and have taken out the guns (though I feel this may have been somewhat of a mistake in retrospect. Have you found it worked better with or without the guns?

Turner 282

@WidiedYes, Imperial Officer is much needed. I actually only run Handheld L-S1 Cannon x1 now for guns, . Here is my most up to date list I am currently testing for our upcoming GQ: swdestinydb.com

Pulverize has won me too many games to reduce it to x1, but its totally doable running just 1 of them. I need to start considering Mind Extraction, but there aren't too many Palpatine - Unlimited Power decks in our local playgroup at the moment.

Widied 1

I like the new list. It’s very close to mine. I wasn’t playing the sniper team though. That’s a good idea.

Turner 282

Snoke recieved some changes this week. I plan to continue playing this deck through Convergence. For those interested, the new version with adjusted point costs can now be located here:swdestinydb.com