Sped Red

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Nenhum. Deck feito pelo autor.
Inspirado por
No RNG allowed 1 0 0 1.0
Sped Red: Revised! 6 5 2 2.0

Book 1394

I have been playing Poe/Leia/Ackbar in some form or another for the last month, quite stubbornly so. Red hero is lacking some key cards, esp. in the way of die manipulation, but, nonetheless, I think I have finally settled on something I quite enjoy. A caveat, I did see Leia/Ackbar build here on the front page some time ago that inspired me to give up the ghost on Poe for the time being, but I cannot recall who created it. So kudos to that person.

I have played this against a number of the top decks--Jango/Veers, Han/Rey, Vader/Raider--and it is winning left and right. The ranged damage output is very consistent, esp. when reinforced by the high number of focus results. But before we get into all the snazzy bits, let's talk about the obvious shortcomings of this deck: die manipulation.

Red hero currently has barely any means to manipulate your opponent's dice. We just have Defensive Position, which is conditional in two ways. This is the main reason I am playing Comlink, often overwriting another upgrade (usually for free) to force rerolls. Daring Escape is another means, but the jury is still out. I cannot wait for Rebel Assault in the next set, as even a single die manip card, esp. a 0 cost, will be a welcome addition.

As an aside, I was playing Block, but it just felt so lackluster an unreliable. Daring Escape is much more in character for the deck, adding more ambush effects that allows us to race.

Now, back to the strengths of the deck. It's fast. Really fast. And while we don't quite have the higher end on ranged as a deck like Jango/Veers, we are damn close. Leia has three ranged sides--though Ackbar has only a single measly 1 damage result. We also have an arsenal of cheap efficient upgrades that can deal ranged damage also.

Now, what Ackbar lacks in damage, he makes up for with his 2 focus side. This pairs absurdly well with things like All In. It also helps us to ensure that dice WILL do damage. Leia's ability is a solid contingency when you roll poorly, though you would much rather have her dealing 4 damage where possible.

Hit and Run is another card that speeds up the beats, which can, on occasion be strung together one after another into All In for a gross, quick onslaught. It's a Trap! is another handy tool against things like Jango/Veers.

With so little die manip, we need other means of defense, which Dug in and Field Medic provide. Survival Gear gives us more focus and the off melee damage, but more importantly shields!

Some people may be wondering why on Alderaan I am playing Commando Raid with only 2 Ackbar dice providing discard. Some might say Scout is a more solid option here, but I say nay! Raid allows us to sneak in errant damage from Ackbar's often useless ability. I swapped this in over Logistics, as I am not having any issue with resources with the amount of overwriting I am wont to do/things like Rearm.

The deck is solid. It does what it does very well and quickly. It feels like it is just a 4ish cards off from having the clout to be a top tier deck, but I still recommend trying it out, even against more competitive decks.

8 comentários

borghe 291

I was using a modified version of your Poe Leia deck that was honestly doing great.. ironically I traded out Poe for Ackbar also as Poe's damage, while fairly consistent, would leave me with few options on poor rolls (non damage, or a special with no cards). Ackbar I feel doesn't have "poor rolls" in this deck especially getting two dice. Ultimately he is either contributing to Leia's great damage output or solid control. One question is what about surgical strike? There is so much staple support in the game right now, especially backup muscle and infamous and not as much Starship Graveyard, where I really feel giving up 1range to discard one of those could be huge.

Book 1394

@borghe I try and focus on dealing damage and stopping damage in whatever seems the most conventional means. I am not a huge fan of things like Surgical Strike, as it means I am not racing.

Hennessy 40

I finally opened second Darth Vader in booster, so I could test this deck against Vader/Raider properly at home (I lose against it on tournament all the time). I have little bit different deck than yours, but only by few cards. Can you please enlighten me how to beat that deck, as I most probably do something wrong (lost 3 of 4 games today at home against my girlfriend).

Book 1394

@Hennessy speed, firstly. With Hit and Run, All In, and so many cheap ass upgrades, you can often outpace them if they aren't just rolling 3 damage on Vader like a leprechaun. And if they are, use Daring Escape, Defensive Position, and Comlink to try and mess up their damage. If you can string together things like Hit and Run into All In, you can race them.

If they roll ranged on Tusken Raider, you can It's a Trap! the crap out of them.

Focus on Vader. You should be able to kill him by turn 3 on a decent draw. Raider does little, so he can be killed later. Discard red upgrades to Vader's ability and Rearm them. Try and use the shields on Survival Gear and Dug in to prolong your characters on the board--they almost always kill Leia. Make sure to put your Holdout Blaster on whoever they are trying to kill to get the redeploy.

Hennessy 40

I guess I will try to play more games and learn. I focused few games on Raider, but it is definitely not worthy, as you also mention. Ranged damage from Raider will smart player immediately resolve through his ability. I will add second Comlink and Survival Gear, as I played only one copy of each so far and you are most probably right regarding the better usage of these cards than Scout which is good but really redundant. Thanks for the reply.

Book 1394

@Hennessy not a prob. I think Scout is a great card, but I do not like it in this deck. Commando Raid has worked every time I have drawn one, dealing some random damage which pushes me further in the game--compliments of Ackbar's ability.

Comlink is a severely underrated card. The focus on it and the ability to mess with dice, which this deck lacks, is soooooo important. Lastly, you just overwrite it and keep smashing their face with new upgrades.

Vader is a beast. And sometimes you just can't do anything if they roll well and cheat out upgrades via Holocron. I have not lost a game to Vader/Raider with this deck yet. Why? A little luck, but mostly bc I won't let them set the pace of the game. This deck is similar to Jango/Veers in it can just output buttloads of range, but the difference is we have lower but more consistent damage with all the focus results.

Lastly, Survival Gear is very very good. It gives us things we NEED: focus, two shield sides, a little damage (which can pair with Promotion's melee modifier side), and resources. I didn't want to like this card, but it is so important. Overwrite it as needed, but try and play it when you wanna swing tempo by adding shields.

tpryan01 1

I threw together a Leia / Finn deck and was surprised at how well it preform...man can E-Leia put out some damage. The Yellow helps give some ambush and manipulation and Finn gives you some more red weapons and vehicles. It is extremely rough right now and I am going to tweek it and play in our upcoming tournament.

Hennessy 40

I was again on the tourney today, 2-1, I won against Vader/Kylo and Qui-Gonn/Rey. Lost very tightly against Jango/Phasma (deck came really bad, its a trap came in fourth turn, when Leia was already dead, no field medic, no hit and run, when I tried one more game after tourney, I destoyed him easily).

Whatever, I realised at home, that I play the deck totally wrong. I am so stupid, that I did not realise this a long ago already. This deck is so much reliable in dice rolls, that you just should maximise the damage output in first two rounds. Play one pistol in turn one (maybe two or some other cheap upgrade) (there is also prety nice opening combo with promotion + any other upgrade + rearm) and than just discard the hand to get the optimal roll with focus on ackbar or sidekick and damage on everything else. Turn two the very same - one or two upgrades and than just reroll. From maybe 20 dummy tries against no opponent, the deck was able to get 11-15 damage in first two turns in every single try, which means, that if the opponent will not kill you any character or mitigate all of your dice, you pretty much won. There is almost no chance, that you will not be able to resolve 2, 2, damage on Leia and +2 from weapon in turn 1 and 2.

So again, you just should throw almost anything you have in hand and can not play in first two turns to reroll, so you kill one of the opponents character in turn two. I played the deck always too much defensively (like I was playing against mill). Shame on me.

Also, it pretty much helps to be second to have two shields, so Ackbar is not so easy target.