ePoe eSnap Choke

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

ArchitectGaming 2466

Here is my Poe/Snap list that I've played to a current record of 22-2, playing a mixture of matches on Tabletop Simulator and in-person. I’ve beaten all of the top decks (against Poe Maz I’m 5-0) and most of my wins aren’t very close. My two losses came to ePalpatine (a tough matchup if I lose the die roll) and Vader/Raider, which isn’t surprising considering it’s the consensus best deck in the field, but I've also won a couple games in those matchups as well. Palp isn't that difficult if we win the roll, which we usually do.

I will be publishing an in-depth article going into my thoughts behind all of the choices and I'll link to it when it goes up, I'm just going to talk about a couple cards here. (Credit to Book and a guy on TTS that crushed me with Chewie/Snap and turned me on to Carbon-freezing Chamber - Bespin, my list is similar to Book's but was developed independently. Still, he got most everything right in my opinion, and had his list up on the db first, so credit where credit is due.)

GENERAL

This deck pairs Poe and Snap together in a Mono-Red shell that seeks to control our opponent’s development with resource disruption, while at the same time restricting their damage output by using the claim ability on our battlefield to steal their character dice. Different from a true control deck, Poe/Snap is more than capable of dishing out damage on its own, thanks to a plethora of cheap gun upgrades and Poe’s numerous damage sides on his dice. Red has access to many event tricks, including dice removal, damage healing, more disruption, and action cheats of its own.

UPGRADES

I’m not playing A180 Blaster or the IQA-11 Blaster Rifle “three cost” blasters as our resources are stressed more than you would think with Planetary Uprising and Poe’s resource requirements. Instead, I’m playing Promotion. To understand why Promotion is so good, you have to understand how this deck uses its resources on every turn. We start with two, and often have to make a tough choice between using all of them for a Holdout Blaster or Overkill, or saving a resource to pay the cost on Poe’s ranged sides. Optimally, I have a DH-17 Blaster Pistol in my opener that I can play before activating, but that isn’t always the case. Promotion works great as a way to use that resource that might go unused till a later turn, start generating advantages from its die, and eventually upgrading into a blaster a turn or two later. Even past the first turn, Promotion gives us a way to play our upgrade and immediately get to roll its die that turn, without having to worry about whether we’ll have a resource to pay Poe’s costs.

I’m playing Rearm as it offers something similar to Promotion, without the diminishing returns that can result from having two Promotion in my list. I often discard Overkill to reroll early, as given the choice between Overkill and Planetary Uprising I’m playing the latter, as it’s a more consistent form of damage, especially if I don’t have another gun upgrade out yet. Rearm can give me a similar effect to Promotion by giving me a two-cost upgrade for the reduced cost of one resource.

So, why not play two Promotion then? Promotion is definitely serviceable on its own, but rarely am I getting solid value out of the die other than the occasional shield or resource, or extra damage. Playing a second Promotion ties up two resources in upgrades that really aren’t pulling their weight, as most of their value comes from making our later blaster play cheaper. Also, combining a Rearmwith an on-field Promotion to play a blaster for free is more common than you would think. Two Promotion definitely can’t do that.

FINER POINTS

Almost always correct to roll Snap in first, for the chance to disrupt and bait our opponent into using all their resources on an upgrade, which gives Poe's rolls a better chance of staying in the pool.

Play to maximize It's a Trap! as much as possible. Even against Hayden/Kylo, little Vader has a ranged damage side, which can often be our avenue to 6+ free damage if you play it right.

Bombing Run/Snap/Guerrilla Warfare is one of the best combos this deck has access to. On the surface, Snap might not seem like a damage contributor at all, but between Bombing Run adding damage to disrupt, and Guerrilla Warfare dealing extra points before we claim, Snap more than pulls his weight.

How we play depends entirely on how our opponent plays. If they are interested in fighting the resource battle to stop our claims, it might be correct to abandon that plan and push for damage as quickly as we can. That means activating Poe first instead of Snap, and possibly even claiming without activating Snap that turn. If we’re successfully taking out their resources, and they aren’t rolling resource sides that often, Collateral Damage is often the first card I’m discarding for rerolls. Rebel Assault also gets tossed often against most action cheat decks, but it’s great for nabbing specials like Baby Vader’s or Ascension Gun.

Feel free to ask questions and I'll answer as much as I can, I'm not exaggerating when I say this deck is the real deal and isn't get the attention it deserves. It's crazy good.

20 comments

wilson1225 86

I feel like this could also be a great Baze Malbus - Crack Shot deck instead of a Poe deck. Poe's special is basically a blank in this deck unless you happen to be holding U-Wing or are willing to pitch one of your few guns.

Baze has less health, but he has more raw damage and his special might actually do more good than Poe's in this deck and synergizes with Bombing Run damage somewhat. Have you tried him instead?

pantsyg 15

Nice deck! I run this -Rearm -1 Promotion +2 Rocket Launcher. Poe's special feels very underutilized in this deck, and RL gives him another big thing to throw. That said, I have been finding the RL difficult to play, so I like your move to Promotion + Rearm. Promotion is a great ramp/draw card, and while Overkill can make for a huge damage burst, I hate playing it in the early game with so few unmodified damage sides on my characters. Rearm is great for cheating those into play.

@wilson1225 by running Baze, you're missing out on Poe's disrupt side. The point of the deck is to keep your opponent off resources, so having those 2 extra disrupt sides on your starting character dice is important.

Nerdock 1

While these decks are undeniably effective, unfortunately they're the complete opposite of fun to play against. Especially since there's so few ways to remove supports thus far (especially if one is running blue).

ArchitectGaming 2466

@Nerdock I would contend that losing to Maz focusing down Poe and resolving a Falcon or some other huge thing while you can't do anything, or Rey taking four actions is less fun, but that's just my opinion :) that being said, hit and run/its a trap does feel pretty dirty sometimes.

Nerdock 1

While Poe Maz and anything with Rey is also undeniably unfortunate to run into, especially as you said, there's no opportunity to react. This style is a symptom of the exact same reasoning. It doesn't allow your opponent to play, they simply wait until your game of solitaire is finished.

I wanted to run Unkar and DT/Trooper or Krennic, until I played against ePoe/eSnap and that changed my mind right around. I'd rather have fun with whom I'm playing with than solely win (if you want to only win games, just play Yugioh).

That said, I appreciate the ingenuity and skill required to construct the recipe.

ArchitectGaming 2466

So, a brief tournament report with a few more thoughts:

Played in a local 10-player tournament, four rounds. Round 1 was against Luke/Maz, I forgot how quickly Luke can put damage out. This match was a prime example of how devastating Carbon Freezing Chamber is, especially against three dice strategies. With Maz being a support, stealing a Luke die basically cuts their damage potential in half, and we would be worried about Luke loading up on sabers but they can't afford to play too much with our disruption keeping them cheap.

Round 2 was against Hayden/Kylo, I have in my notes that I'm 3-0 so far, but I know I've played against that deck a couple more times and have yet to lose. We're not too worried about Kylo at all, kill Vader and they fall pretty flat after that. Not only is Kylo a little weak, he's even worse against us as we can pretty easily drop down to 0 and 1 cost events in hand while they are going for specials. Poe hits harder and has more health, AND we get Field Medic.

Round 3 I can't remember, but I believe I played against Poe/Maz. It's definitely the best deck, no other deck in the field can claim the potential to do 9 damage on the first turn without even dropping an upgrade, just to reload and come back for more right after. Still, usually they are doing things like Thermal Detonator or U-Wing, which have a lot of damage output, but it's split between my guys, when really what they want to do is focus down our Poe. Usually we can outrace their damage, especially if we're claiming, and as long as we kill their Poe first we can handle Maz without a problem. More on this deck below.

Round 4 was against a really weird Snap/Qui Gon deck that played no upgrades, just two C-3PO. Instead, he had Force Illusion and all the shield cards you could imagine, stuff like Air Superiority and Spirit of Rebellion, and all the dice mitigation. After putting six into Qui-Gon on the first turn, it took another 4 rounds to finally kill him, and by then he had done enough pinging to take down Snap and start on Poe. I died to a claim to do exact with double Planetary Uprising while he had one card in hand and his Maz on 5 damage. All in all, I'm not worried about that deck, as I can imagine it doesn't do well against Vader/Raider, Poe/Maz, Vibroknife, basically anything that does quick consistent damage before he gets his engine up. Still, a loss is a loss.

After the event I played a three game set against Poe/Maz and went 2-1. Currently I'm 8-1 against the deck, which I'll take any day. I might do a detailed write-up going into the matchup specifically, but basically as long as we avoid disaster with our rolls we can pretty easily match their damage in terms of their Poe vs. our Poe, and once he's down the deck folds pretty easily. Disrupt is important, if they are smart they will aggressively claim. Fast Hands is their most important card in the matchup.

Thanks for reading!

ArchitectGaming 2466

Final record as of 5/21 is 30-4, with my losses being:

Palp (4-1 in the matchup, lost when I lost the die roll)

Poe/Maz (8-1 against the best deck in the field, I'll take it)

Snap/Qui Gon (talked about this rogue list above)

Vader/Raider (probably a tough matchup, 1-1 so far and need to test more)

sunnyravencourt 19

What are you throwing with Poe's special? You have 2 Uwings and that's about it? Doesn't that make his special a dead side?

peekitup 14

I agree with sunny, Poe's special is a dead side so I really doubt your reports that this thing is 30-4.

ArchitectGaming 2466

@peekitup sorry you feel that way, you should talk about whatever happened to you to make you so distrustful of a good thing.

It's true we're not using ten bombs to hit with Poe every time. Still, 2 U-wing is just fine to have one most of the time Poe rolls a special. Remmeber, he only hits special 1/6 of the time.

Add in the fact that we have other upgrades to throw, and that we're usually reroll ingredients to hit ranged anyways, and that our opponent is going to control our Poe dice given the opportunity, and this all seems pretty minor.

So, yeah, you're not wrong that Poe's special is worse. After 30+ games with the deck I have decided that I would rather have utility in other areas than extra hits for when Poe rolls special. But dismiss it if you wish I guess.

rjc243 1

Thanks for sharing your deck and basically all of your notes. Playing against Poe Maz, I imagine the battlefield is rather important. How often do you claim over the poe maz? Have you test new orders at all?

sunnyravencourt 19

I'm curious about that myself. I see very little downside to throwing 1 new orders in nearly any deck to prevent a BF dependent opponent from having their combos.

banshee 88

Is there room for Outpost in your deck? Extra disrupt, potential to freeze two dice per turn may help to keep them locked down.

ArchitectGaming 2466

It's definitely an option, but I'm hesitant to play another two cost support, especially when I'm not often able to play the second planetary uprising sometimes. If I wanted more of that effect (which I do with Poe Maz being so hard to interact with) I'd more readily play New Orders and choose shields when I win the roll. Sounds like a pretty sick first turn.

banshee 88

I think you're right...the extra support slows me down. But, sometimes it's nice to have something else to roll so I can luck into wingman+hit and run+it's a trap for some quick unmitigated damage. I think I'll alter my build to include more upgrades...yours is definitely faster without the extra supports

ArchitectGaming 2466

@banshee I've found that in the past couple of days people are starting to get more familiar with the deck and what Chamber does to them, and are ready to fight for the claim more easily. I think we're I to play outpost, I would basically need to hit snaps 2 disrupt to lock them out of claiming, otherwise I would never have time to use it. Maybe in a slower field, but as it is with ambush and fast hands everywhere we don't have the time.

strawberry.birds 1

I've tried this deck about 10 times now against various opponents and only won once, although I've gotten really close the last two times. About 4 games in I swapped out the 2 U-Wing for 2 A180 Blaster. Poe's special didn't come up often enough and only once was I able to afford getting the card out. Also, I'm using 2 Promotion and no Rearm. I want this deck to work but it's just not happening for me. What am I doing wrong? Strategy ideas?

strawberry.birds 1

Also, Temmin "Snap" Wexley - Recon Specialist gets killed within the first few rounds every time.

ArchitectGaming 2466

@strawberry.birdssorry to hear you're having difficulties, it's hard for me to know what you're "doing wrong" without watching you play. I would say that mulligan decisions, figuring out when to leave value on the table, weighing spending all resources for an upgrade or leaving resources available for Poe all influence success/failure heavily with this deck. I would point you there first.

I will say I'm ecstatic if they choose to go for Snap, my matchups always come down to "did they kill Poe before I got their best character". You should be heavily targeting one guy, and claiming to take their best die on the board, most of the time it's the same guy you are going after. Look to restrict their damage output more than kick them "off-plan" if that makes sense, all we are looking to do is delay their development so they can't match our damage output.

Hope that helps, Collateral Damage/Bombing Run are essential to our success. Their effects might seem small, but they pull a lot of weight in regards to getting us extra value, whether it's disruption or damage.

Currently, I have changed a few cards around, particularly I'm playing New Orders and the second Promotion. I wouldn't suggest cutting U-Wing for Blaster, as the special is worse, and the way I play I rarely have 3 resources to spend for the Blaster, assuming I had it in my deck. Good luck

Darxsen 2

@ArchitectGaming Those seem like solid cards to try out in this shell. What cards are you subbing out to try those out? At first glance 1x Field Medic and 1x Guerilla Warfare seem to be the lowest impact although I may be wrong.