Maz's Right Hand Man

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R2-DTAT 59

I took this deck to a local SC and went 3-2 with it, claiming 8th in an 18 player tournament.

Origin: After winning 1st place with Mill in the previous SC I wanted to build a deck entirely on my own.

I wanted to play something that you could activate all your characters and be able to focus into high damage values. Maz Kanata - Pirate Queen seemed like a natural character choice to play.

I wanted to play effects like Hit and Run and use Hush-98 Comlink to be able to roll all my dice on board, use Maz's ability to focus into a Force Speed special, and use an effect like Alter to help fine tune a good roll or All In to have everything fire.

My initial plan was to use Maz, Aayla Secura - Jedi General, and Finn - Soldier of Necessity, but there wasn't really enough red in the list to warrant him, and the turn described above would be a best case scenario out of something slow and with low consistency.

What I was concerned about the most was damage. My final character choices were Obi-Wan Kenobi - Jedi Master, Luke Skywalker - Reluctant Instructor, or Mace Windu - Jedi Champion. I think Mace fit the original idea of the deck the most out of the three. Obi and Luke are still valid choices with either being able to provide a nice defensive boost.


Deck Analysis: This deck loves resources like a fat kid loves cake. It wants a lot of resources to play what it wants. Inclusions such as Maz's Vault, Truce, and Well Connected are able to get the deck what it needs right now. If you have a Vault turn 1 you shouldn't have to worry about resources.

The vault is a good trade off because you don't care about your opponent's board state if Mace is able to do a lot of damage quickly.

This deck moves fast, so you should be able to claim the battlefield if you're not worried about damage, or are waiting to see what your opponent rolls. I think Imperial Armory - Death Star is good, but possibly not the best choice. Outer Rim Outpost - Nal Hutta has potential to be better, but won't save me an action to play an upgrade.

I would usually try to have Maz focus her goggles into double focus to get the best possible damage output, but it can give your opponent a chance to react. You have to play accordingly depending on whether you need damage or not. Sometimes it's just better to focus resolve a force speed special so you can resolve the dice.

Partnership is a great include as it can be a neutral Hit and Run for this deck.

Rey's Lightsaber is a good include as well, partly because of it's redeploy feature and ability to give the attached character a shield, and also because I didn't have any Dagger of Mortis. Dark Saber is also good with it's redeploy, but I prefer to give Maz the Vibrocutlass over it.


Tournament Report:

Match 1 vs eLuke/eRey - Lost I haven't had a chance to play against them, but I can see why a list like the one I played can be quite competitive. I was able to get a resource through a Well-Connected and claimed after resolving dice to give Mace a powerful Darksaber. Unfortunately for Mace, my opponent was able to deal 7 points of damage by the end of the round. I did not draw anything to keep Mace alive the next round. It was then up to Maz to climb the subduing mountain of victory for me. Maz, unfortunately for me, is not the best mountain climber and so I wasn't able to last much longer in the match.

Match 2 vs eLuke/eRey - Won I was a bit intimidated after the previous match and sought to play more defensively this time. He went after Maz first, I went after Rey. I used Mace's ability to defeat Rey. Sorry, Force Illusion won't save her this time. It ended up being a close match with my opponent not being able to roll a threatening state for his dice. On the last turn I comboed out with 2 force speeds and a darksaber on Mace. I played Partnership, payed the resource to resolve a force speed special. Pitched to re roll into another force speed special, then pitched again for overkill.

Match 3 vs Maz's Boys (Maz/Clone Trooper/eRex) - Lost I thought Maz would have been the best target to go after first as her ability is what drives the deck to be faster than you. I killed his Maz, he killed my Mace. Maz wasn't able to deal enough to keep up with Rex. RIP.

Match 4 vs eGeneral Grievous - Fearsome Cyborg/Super Mando - Won I enjoyed this match because I think this deck would be a villain version of the deck if I were to make one. Grievous has a lot of damage capabilities alone. I was able to swing for lethal to take him out by Round 3/4, and the Mando was not able to turn it around for my opponent.

Match 5 vs ePryce/eMaul - Won In my final match, round 1 we were both able to deal about 7-8 damage to each other at the end. But I was able to kill Pryce soon after and Maul wasn't rolling damage to follow up on.


Post tournament thoughts: Maz is expendable. If she gets targeted first, that's great. You can always throw a Second Chance on her if it's not a big deal and is just going to waste more time for the opponent. She helps the deck get off the ground early game but isn't necessary mid-late game once Mace has his upgrades. I would try to keep Mace alive for as long as possible.

I think the deck could have used another Well Connected, as more resources is always welcome. Alter is a nice idea but I would rather have the resource.

All in is a small corner case card, I would just trade it for some other utility based card for this deck. Impersonate could be a decent include if I needed to keep Mace alive longer and works well if Maz has a second chance already.

I think Maz and Mace are good character combinations.

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