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banshee 88

This is a fun deck..it is meant to generate a lot of resources and get out the big guns quickly by selling their high price cards for big $$$. Unkar helps to mess with their machine so that you can live to see yourself get set up. After 1-2 vehicles come out, the damage ramps up considerably.

Tie Pilot x2...they protect themselves and vehicle dice. If Wingman or Training gets out, as long as you roll ranged damage (50% chance) on each neither can be removed...ever. I know all their damage sides are modifiers, so that is why it is crucial to get out a vehicle quickly. Unkar helps with this...

Unkar Plutt - Junk Dealer...generates a bunch of resources and screws with their hand. Also triggers Imperial Inspection and Salvage Stand, which are great to keep your opponent's machine from getting started if you can trigger them quickly (2 , 2 sides give good odds of triggering both on the same roll). He usually dies first...however, if you can use his ability to generate enough resources to get out an AT-ST or 1-2 TIE/speeder bikes before he dies this is usually not a problem

Ideal opening hand draw would include Imperial Inspection, Salvage Stand, Training/Wingman, removal, and a vehicle. Depending on your rolls you can get set up very quickly and start dishing out the pain.

Vehicles make this deck slow, so you will probably never claim the battleground. Bright side...if you get your battleground, they will almost never be able to use it against you because of the TIE pilots. Use removal as much as possible to keep yourself alive long enough to get set up. After that they may be best to get discarded for re-rolls on your big guns.

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