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Book 1394

I have been itching to play a number of cards in the game that seem to not yet have a firm archetype. Perhaps I am wedging a square peg through a round hole, but nonetheless it's always fun to try new things.

The following deck employs two cards in particular that I have wanted to find a home: Finn and AT-ST. I have tinkered with a number of villain decks using General Veers, Drudge Work, and a bunch of other means to accelerate out a quick AT-ST, but, alas, none really worked as well as I would have liked. It occurred to me to try ol' defector, but the next question was who would be by his side. Poe seemed an obvious choice, but I just didn't want to go down the rabbit hole once more with this character--further, we would be darn close to playing Hyperloop knowing I wanted to include Millennium Falcon.

Enter Han Solo. He has the two reliable resource side. He has high damage output to compliment the three damage sides on Finn. And most importantly, he can be hard as hell to kill when you play into his ability.

THE DECK

The strategy here is threefold.

1.) Generate resources to drop boom-booms like AT-ST and Millennium Falcon. Lean on these cards to kill of your opponent's characters and/or their abilities to control the game. AT-ST can blow up annoying support cards in a pinch. Millennium Falcon allows us to replay our events, most of which help us to control dice. It also gives us a discard contingency if the game gets weird.

To do this we have a number of cards like Play the Odds, which can also roll us into other useful results. We have Smuggling, which pairs just fine with Starship Graveyard and things like Millennium Falcon.

2.) Dole out high ranged damage output. Han Solo and Finn do this well on their own, each with 2 sides. Jetpack gives us some absurd ranged buffs and melee mitigation. Holdout Blaster and DL-44 Heavy Blaster Pistol both shield up Han and allow for some speed.

3.) Defy death through Second Chance--with Starship Graveyard this gets silly. We also shield up Han with our 6 natural Ambush cards and the very important Infamous. And let's not forget Hunker Down.

We also keep our characters alive through control cards like Negotiate, Electroshock, and Unpredictable. Not to mention #Disarm to kill annoying upgrades. Comlink helps with resources AND allows for some disruption/reroll opportunities. Its focus results help us to hit the scary damage output on our more costly cards. This is also another potentially nice card to use with our battlefield.

IN CLOSING:

This is the first deck I have build where I had almost a dozen other cards that could have made the cut. I will give some logic into why some of these were omitted.

1.) Datapad: the two blank sides are too much. Sure, it can help with resources, but I don't see a ton of utility in the special beyond my two vehicles, which really are edge cases. Comlink is just better.

2.) Cunning: Again, I am not really exploiting specials on my side of the table. Sure, my opponent's may have something cool up their sleeve, but otherwise it's a pretty wasted slot.

3.) First Order TIE Fighter/Speeder Bike Scout: These just aren't needed. I find the latter to be a pretty underwhelming card overall.

4.) F-11D Rifle: Again, not needed. Sure, Finn allows us to play this and things like TIE fighter, but they just are worse than other options.

I will concede that part of me wants to play Let The Wookie Win over Negotiate. When my aim is to kill people, this card feels like it is either punching them in the face or reducing their options--same as Negotiate.

Thoughts? Please share below. I would love to hear any suggestions to improve upon the idea.

2 comentários

JMCB1001 1

So many people undervalue Comlink. That card is legit!

Book 1394

This deck is so good. I think it needs a tweak here and there, but holy crap! I am landing these big ships, shielding like a fiends, and shooting people to bits.