2 Legendary Quad Fodder Trooper Spam

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2 Legendary Quad Fodder 3 1 0 3.0
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2 Legendary Quad Fodder Trooper Spam 4 4 19 5.0

Book 1394

Fast-as-hell non-unique four character squad. Gear up your team and dole out a gazillion ranged damage. Only two cards cost more than 2 in the deck--Commanding Presence, which is well worth the resources. We have a number of 0 and 1 cost die control cards also, which I will go into later.

The Tusken gives us access to some great yellow cards, all of which reinforce the only two angles to playing this type of deck:

1.) Deal as much damage efficiently as possible--Squad Tactics and Tactical Mastery help to do this, as does Tusken's ability.

2.) Counter-balance your blank-prone trooper dice with removal and die manipulation: Flank, He Doesn't Like You, Sweep the Area, The Best Defense..., and Unpredictable. 1/3 of the deck messes with your opponent's dice in one form or another and does so on the cheap.

The upgrades are obvious. Holdout Blaster, DH-17 Blaster Pistol, and F-11D Rifle, add ranged damage. Jetpack adds more ranged damage modifiers, but also melee die manipulation. Promotion is a simple, cheap utility die that can boost damage. Lastly, Commanding Presence, the only legendary in the deck, is one of the strongest, though most expensive, cards in the deck. It has no blank sides. It bolsters your red die--or adds even more die removal for opponent's if they're playing red. The focus results help to mitigate the 1/3 failure rate on your 3 troopers.

Our only two support cards are Backup Muscle, which help us push damage--and through shields no less.

The events, the more populous card type in the deck, are integral here.

Squad Tactics and Tactical Mastery provide speed, compensating for the slow activation of having so many characters. (With the possibility of hitting blanks on your three Troopers, I would caution against using All In in this build.)

Logistics allows us to generate a few extra resources. I quite prefer this to Drudge Work, which ties up damage potential by making you exhaust characters.

The rest of the events, as mentioned above, are die manipulation. Flank shines in a deck with so many dudes. He Doesn't Like You is great for tossing blanks from Trooper rolls. Sweep the Area can massively upset an opponent's plans. Unpredictable can be used offensively, or defensively. The Best Defense... is a nice contingency, making a soon-to-be-dead-character take one for the team.

Now, some comments on cards I am NOT playing.

Endless Ranks is an unnecessary contingency in my experience. Probe, while free, is a tempo hit for a deck that wants to reliably deal damage and control opponent's dice. Bala-Tik doesn't gel with one of the best cards in the deck Squad Tactics. Also, he has a major target on his head when you start upgrading--plus Raider has two damage side AND can hastily resolve a die as needed. Cannon Fodder feels pretty redundant, in that you are not really gaining much control from playing it.

I really enjoy this deck, especially with the average resource cost being so low. It is brutality. It has proven to be one of my most competitive builds, while only having two legendary cards. I def say give it a try!

5 comentários

H3pat1tvsJ 37

I've been wanting to play a build like this. Haven't had any opponents until now with the shortage. I love the build, my only critique is that Cannon Fodder is absolutely worth it. The ability to put damage where it works best for you AND potentially reduce damage by removing the only die they could modify is really powerful. I don't honestly know what I'd swap for it though. Logistics is the only thing I'd trade out. A little more econ over the potential of Cannon Fodder isn't worth it in a deck this cheap imo. :)

Book 1394

@H3pat1tvsJ fair points, but with 1/3 dice manip in the deck, aren't I already doing this WITHOUT taking damage a fair amount of the time? Logistics is obv a floater card, but I am not sure that I need and/or want another set of dice manips, esp. that accelerate the death of my team unless they roll up modifiers and don't find their way to another damage result.

Book 1394

@H3pat1tvsJ let us also not forget, resources help pay for all these sides that cost 1 and deal ranged damage. Being able to jam upgrades WHILE pushing these results thanks to things like Logistics is pretty clutch.

joemasilotti 1377

Have you considered adding Local Garrison?

It is a bit expensive at 3 resources, but it can seriously hamstring an opponent looking to play expensive cards. This deck wouldn't suffer from the lost resource each round since most of the cards are free or only cost 1.

Book 1394

@joemasilotti it is a good card, but a tempo hit. If you draw it early, fantastic. If not, it sucks and is just a reroll. Either way, it's not dealing damage or manipulating dice. Feels more like a piece in a specific choke deck.