eMaz/Snap/Rey - Midrange/Combo (with Guide)

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eMaz/Snap/Rey - Midrange/Combo 0 0 0 1.0
Snap Peas 0 0 0 1.0
Admiral Combo 0 0 0 1.0
eMaz/Snap/Rey 0 0 0 1.0
eMaz/Snap/Rey 0 0 0 1.0
eMaz/Snap/Rey - God speed 0 0 2 1.0
Mazzo Scartine 0 0 0 1.0

ArchitectGaming 2466

EDIT 7/10: With the Rules Reference Update bringing a nerf to Fast Hands and a clarification to Cargo Hold, this deck got so much better than it already was, which is pretty terrifying. Before, we were just doing Cargo Hold tricks, shifting our (and potentially our opponents) upgrades around for small advantages. Now, we're potentially mitigating a die, for free, every round. We take our actions, our opponent activates a character, we claim and move over whatever they hit. I felt strongly that this deck was one of the most unfair and powerful options in the field before, and I'm certain of it now. I've updated the list to reflect a few changes and adjustments to the metagame, which I'm outlining here:

-1 Guard

-1 Leadership

-1 Electroshock

+2 "Fair" Trade

+1 Loth-Cat and Mouse

Explanation:

Guard is a solid play, but only possible with Rey's character die. The card can do incredible things, as no other card in the format can remove two dice for free, but Fair Trade is better. With Fair Trade, we can set up crazy turns, like playing Holdout/Vibroknife on Rey, rolling in, and using a resource die we hit to "trade up", disrupting our opponent for one and turning that resource die into a Logistics or better. With Force Speed, we can perform this action as one of our extra actions once we roll in Maz and focus/resolve the Force Speed die.

Fair Trade pushes the deck even further down the combo/choke line, giving us more potential for explosive, disruptive plays. Essentially disrupting a resource and gaining two will help us power out an early Planetary Uprising, or quickly upgrade our Holdout/Vibroknife into a first round One With the Force or Bowcaster.

As always, the deck can be tweaked to fit any desired metagame, and if Poe/Maz still sticks around in large numbers I could see the second Deflect, though that card is pretty narrow compared to our other options like Loth Cat and Mouse, which I'm trying here over a copy of Electroshock. I wouldn't cut the Hyperspace Jump, as Cargo Hold is more essential now than ever.

ORIGINAL POST

This deck might seem like a pile, but trust me, it’s scary good. I call decks by their character names, but you can call it Rainbow Hero, Marvel Team-up, Play All The Cards, whatever you’d like. This deck is heavily inspired from a TTS user named ripper.gyn, who I credit with the character pairing, the bf strategy, and most of the core card choices. I’ve been crushed by his version multiple times piloting various decks, but I don’t have his full list, so this is my version, not a copy. His won an SC from what I’ve been told, so far mine is doing incredibly well on TTS and I’ll be taking it to an SC next week. I’ll talk about general strategy, and then dive into specifics and some deckbuilding particulars below. Give this deck a chance, the card quality is higher than any other deck in the field, and the lines of play are complex and powerful. This deck can be built to beat ANYTHING, so if you like tuning, this is the one for you. I guess if you like taking four actions, doing damage, disrupting resources and claiming before your opponent has activated his second character this deck is also for you.

Strategy

First and foremost, this is what I would call a “midrange combo” deck if you’re familiar with MTG terms. The primary strategy revolves around one of four two cost ambush weapons (Holdout Blaster and Vibroknife) on Rey to gain two actions. Without Force Speed, we roll in Snap and Maz to focus Snap’s die to the two disrupt and take their resources for the turn. With Force Speed, we roll in Rey, then Maz, looking to hit Force Speed for two more actions. Here, we can do any combination of focus to damage and resolve, roll in Snap, or play mitigation.

This pairing is capable of putting out large amounts of damage, but it doesn’t really need to. As we’re playing all three colors, we have access to the best mitigation and events in the game, namely Field Medic, Caution, Defensive Position, Electroshock. With Planetary Uprising as a much more consistent source of damage than upgrade dice, most of our deck is devoted to powerful, cheap events, to save our resources for the few upgrades we do have and our more expensive singletons.

Our general strategy revolves around disrupting resources and dice when we can, and working to build up Rey and minimize damage. Early Planetary Uprising is nice, but not essential to the strategy, unless I’ve rolled a lot of resources I won’t play it too early given other things to do. A few rounds in, once we’ve got a solid base, our main goal is to find a big gun (DL-44, One With The Force or Bowcaster) and get it on the field. With Maz focusing to its best side every round we can gun down a character pretty quick, and then we just work our way down from there. It sounds underwhelming, but in a deck like this, action cheating and using Maz to focus DL-44 to 3 feels pretty strong when we’re also disrupting their resources, mitigating their dice and gaining shields all along the way.

Cargo Hold might seem like an odd inclusion, but playing with it gives us access to so many more lines of play. For example, in the early game we are looking to drop a two cost upgrade on Rey to get two actions, but later on when we have a few extra resources we can replace those Holdouts and Vibroknives with DL-44 Heavy Blaster Pistol. Two more opportunities for double actions on Rey is well worth the card slots, not to mention the value that the mitigation and extra damage add. With Cargo Hold, I will usually slide the DL-44 over to Maz, where it’s much better suited. This way, if we don’t have a way to cheat extra actions, Maz can activate and immediately resolve damage, sliding underneath opposing mitigation.

Assuming they target Rey (which they usually do, once they see us load her up with upgrades) we replace the DL-44 with Second Chance for free, then claim and slide Second Chance over to Rey. This is a surprise move that they never see coming, and we can use this play to protect any character we want. One With the Force provides a similar effect, as we can play it on Rey (and keep it there) or move it over to Maz or Snap and punish them for attacking our minor character.

Outside of what it does for our deck, Cargo Hold is great against the field. Move opposing upgrades over to the character you are about to kill, move an upgrade to a character that already has three to get a Disarm effect for free, move upgrades off of FN so they can’t do their unfair things. Fast Hands is normally trouble for a deck that hopes to mitigate dice, but against Poe/Maz, we can slide their Fast Hands over to Maz where its much less effective.

Card Choices

I wont talk about every card in the deck, but I will spotlight a few of my singleton choices and why they made the cut. Keep in mind that we have access to literally everything except villain cards, and there are about 12 core upgrades that can’t be cut. When you add in Caution, Defensive Position, Field Medic, Heroism, and Planetary Uprising as the core non-upgrade cards, you’re left with about eight slots to play with. That sounds like both a lot and a little at the same time, but just keep that number in mind when suggesting “hey have you thought about ____?”. Also, we need to be sure not to go overboard with the event costs, we are looking to build up to Bowcaster, DL-44, One With The Force, Second Chance and Hyperspace Jump. Beyond that, all I want is 1 and 0 cost events.

I originally started with one Second Chance to try and fit in more spice but we really want two. There’s no reason not to play both, as we want the first one quickly and there is no downside to playing another copy after the first is popped. Also, since we move damage around with Heroism and our characters are pretty weak, our opponent will usually just switch targets once we drop one down. Now, nothing is stopping us from moving that Second Chance over to their other target, but that doesn’t really do much for us when both are at low health. The mantra of this deck is “play all the best cards”, so two copies of Second Chance makes sense.

Rey's Staff gets a lot of hate but I like it here. Three damage sides is exactly what we want with Rey and Vibroknife’s +2 sides, and the special is on plan as well. Free mitigation from our dice will go a long way towards making sure we don’t run out of interaction as the game drags on. The 3 melee side is a great way to start pushing damage if we haven’t found a DL-44 yet, and getting a more consistent opportunity to Guard is great as well. Close Quarters Assault is a card I would love to play, but we don’t roll enough melee for it to be worth the slot.

Speaking of Guard, I like it over Overconfidence here. As we’re playing three colors, the bar for every event we play is raised, and the ability to remove two dice with one card, for free, is irreplaceable. Rey’s character dice don’t often get used much, and I tend to Caution it to protect another character they are targeting, so in that sense Guard is the third Caution, but better. Still, I wouldn’t play two, as we aren’t rolling melee consistent enough to guarantee it will be “on” all the time. Also, its only hitting on Reys dice, which is a knock against it for sure. still, Maz focusing to +2 to remove two dice for free is really strong in a pinch

I don’t know how the community feels about Hyperspace Jump, whether the perception is “cute” or “busted”, but I feel like it’s definitely the latter. I would say we are taking four actions around 40% of our turns, and two actions around 25% (in addition to the 40). With Maz essentially giving us two actions when she activates, it’s fairly often that I’ve activated Rey, then Maz, then focused Force Speed, then resolved most of my dice before they’ve even taken an action. Dropping Hyperspace Jump to deny them their whole turn is insanely strong, and well worth the three resources. In addition, it gives us a New Orders-like effect without having to play the card, which is narrow, expensive and underwhelming when we’re just getting our battlefield out. I’m not worried about losing out on some Planetary Uprising damage if it means I’m cutting my opponent out of their entire turn.

Leadership is a great effect as well, for the cost. Snap is in this deck as a pesky role-player. His dice aren’t that great, until they are excellent. We use him to disrupt resources when we get extra actions, we Caution his dice away to beef up our other guys, we leave his dice in the pool to prevent our opponent from claiming, and, sometimes, we Leadership to ready our Rey or Maz and get a whole extra activation for one resource. The opportunities to play this will seem numerous, but we really only want to do it in a few situations, like when our opponent is playing slow (they took one or two actions before activating a character) and we know we can still claim. It has to be “worth it”, so I wouldn’t do it unless I had Rey loaded up, or Maz with a DL on her to get extra damage in. I'm playing it because I like trying different things out and Leadership is a very "cover your bases" type of card here, as it can be good against everything. This is the flex slot, feel free to trim and try something else.

Against most of the Aggro matchups they are hopelessly outmatched. Caution and Second Chance are excellent against Poe/Maz, Defensive Position is great when we’re always claiming and helps a ton against Palp, and the rest are good where you expect. Forcing the Aggro decks to fight through our resource disruption, dice mitigation, high amounts of shields and Second Chance/One With The Force (on any of our characters) is very, very hard for them to beat. I haven’t lost to Poe Maz yet.

Fast Hands and Vibroknife are good against us, just like they are against everyone else, but we’re actually better equipped to fight them. If you really really want to beat them, feel free to play Disarm. I don’t think its necessary. We actually have a harder time against mill, but mill decks are still bad so it isn’t a problem (don’t worry, I’ve been testing mill heavily all weak). If you run up against them, don’t toss your dead cards, except to reroll, and even then only rarely.

That’s actually a good principle to stick to regardless. We are capable of extending the game significantly, and (hopefully) all our cards are live, so I don’t discard at end of turn that often, unless I really need something specific, like Second Chance or a DL-44 if they ramped out upgrades early and we need to match damage. The only card I tend to toss back is Deflect, as it’s dead sometimes, which is why I’m only playing one. If there’s not a lot of ranged in your meta, you could play Negotiate, Overconfidence, or anything else really.

Honorable Mentions

As far as other cards I’ve considered playing, Cheat is great when our card quality is so high, and the effects of our events are so diverse. The main downside to Cheat usually is that you’re digging for something you need, but have to take an extra action to play it, and we dodge that downside nicely. Against slower fields, Cheat to bring back a second Hyperspace Jump would be great. In said fields I could see replacing the second Second Chance with it, but you could find room elsewhere.

Draw Attention is good as well for spreading damage around, I eventually replaced it because it’s basically a worse, cheaper Field Medic. Its fine, I just don’t see the need for extra of that effect right now. If we weren’t so much faster than everyone else, All In would be interesting as well, but its unnecessary. I wouldn’t mind a Promotion as a cheap option to just get a little more dice, as we can make use of all five sides. That it draws us a card is a bonus, as it replaces itself we lessen the risk of five non-interactive cards in hand. I see it as a slightly less powerful Maz's Goggles, to play on Snap and eventually move over to Maz. I’m a big fan of one cost upgrades though and could see it being underwhelming for the slot it takes.

Conclusion

Overall, this deck is consistent, streamlined, and beats up on all the aggro decks in the field. Its worst matchup is probably all in mill decks with Command Center, which is fine, as mill isn’t a very strong strategy in SoR Destiny. Even then, I’ve beat mill pretty handily when I’ve faced it, I just call it the worst matchup because most of our cards are dedicated to preventing and healing damage. The deck is highly customizable, rewards knowledge of the field, and can be built to beat up just about anything. In addition, the shell is pretty inviting to “pet cards” and is great for those that like tuning and tweaking decks. I’m almost scared to release it out into the world, because I truly think this thing is a monster. Let me know what you think and enjoy!

Trevor Holmes

ArchitectGaming on Discord

trevorholmes91 on TTS

30 comentários

Ion87 25

This looks fun! Thanks for the share. Any replacement recommendations for bowcaster, 1 force speed, and maz goggles?

Tacster 683

As Pointed out in Discord, Guard is for blue dice only so it only works on that one Rey die. Might want to slot in a different 0 cost removal. What decks have you had the most trouble with so far?

Mick 1

@ArchitectGaming, what are your thoughts on going ESnap single Maz single Rey? To keep snaps ability online more often? Or so you think hitting those focus sides on Maz outweigh keeping 1 Snap die out there to force your opponent into removing it or paying for the claim? Also how do you find the deck goes without its battlefield are you mulliganing hard for hyperspace just incase? Thanks

ArchitectGaming 2466

@Ion87 you could play rocket launcher, promotion, and something else. Think force speed is pretty important though!

ArchitectGaming 2466

@Tacster none of the top archetypes. Weird strategies like endless ranks can be an issue, but we can just play to mill them out from the beginning and win fine, just takes forever. And yes, guard is not as good, still ok as we can focus to it and remove two, but not great

ArchitectGaming 2466

I think maz is too good, snap is mainly in here for access to Red and the disrupt play. The second die is much less powerful than Maz's. Without the bf w're fine, we don't mind the shields and we'll play as normal. We still have OWTF for Rey and Second Chance for Maz, and Snap is the character I'm least worried about them killing. Hopefully, by the time they have one of our guys almost dead, we've found the Jump, but it's not essential to victory

Agent Of Zion 377

4/10, loses to Poe/Maz

Deep83 1

Hello, nice deck. what about using rebel commando instead of snap. Thid way you can confuse on the 2 damage side with maz early no? or are you trying to disrupt 2 every turn?

Deep83 1

Also how are you dealing damage turn one? Because I think that in this game a strong turn one tends to win games. if you deal 2 damage turn one and ger hit by a poe termal are you not in a hard situation?

ArchitectGaming 2466

@Agent Of Zion actually undefeated against Poe/Maz :) so....8/20

ArchitectGaming 2466

@Deep83 Snap is in the list for access to Red cards like Planetary Uprising, Field Medic and Defensive Position, and specifically the disrupt play we can achieve with two actions using Snap and Maz. In addition, Snap can cause some issues with his latent ability to prevent opposing claims, which can help us resolve all our random dice on slower turns. Commando is just a gun, Holdout Blaster is probably just better.

ArchitectGaming 2466

@Deep83 I'm not going to say I'm happy to see a turn 1 thermal, but it isn't 'that bad'. 9 damage is 9 damage, but when its spread across three characters I would take that over 6 to one guy, if you get what I'm saying. We don't do much damage on turn 1, but see that as a negative is a shortsighted approach to Destiny in general. It makes sense with a one-dimensional deck like Vader/Raider, that puts out consistent damage, but has a cap in what it's capable of doing over a certain period of time. If Vader Raider hasn't done six after two turns its probably losing.

Here, we have so much else going on that I would hesitate to look at early damage as a measure for success/failure. Did we disrupt their resources? Did we play a 2 cost upgrade on Rey? How is our resource pool looking? These are the things I'm looking for in the early turns. Hope that helps

Deep83 1

ok^^

Drofnad 1

How does this fair against ePalp?

ArchitectGaming 2466

Great, all our mitigation is excellent obviously, and palp has trouble getting through our shields. In addition, our extra actions take away palps mitigation, which they rely on heavily to stay alive. Snaps disrupt makes it hard for them to get to Rise Again resources too. Palp cant beat a Second Chance. Haven't had a problem with this matchup.

Drofnad 1

No place for riposte?

Steelhawks 26

I already made the -1 Guard and -1 Leadership change a couple weeks ago.

How often do you feel Hyperspace Jump is a good play? Why do you use it? Isnt New Order a better choice as you could potentially choke 2 dices on one turn?

ArchitectGaming 2466

@Steelhawks hyperspace jump is miles better. Uwually, I play it in the midgame once we've got some upgrades on the table. I activate rey, then maz, the resolve two damage dice (usually a D11 and a Holdout) and then end the turn, or, if they're playing slow, get all the value I can and then end when they activate. Usually, they never see it coming and they'll choose to spend two actions activating both characters to "save" by resolving all their damage dice at once. Hyperspace jump is usually a blowout. Negating our opponent an entire turn wins games. New orders just changes the battlefield and gets an extra claim ability

Steelhawks 26

`@ArchitectGaming Gotcha, i do agree. And i'm guessing that with Fair Trade and other ressource saving method, you often have more than enough ressource to play it.

Also really like the Electroshock for Loth Cat and Mouse trade.

Do you always keep Snap's dice in your pool no matter what? I've been using it to disrupt my opponent's ressource (Ambush on Rey, Roll Snap, Roll Maz then focus (if applicable) Snap to disrupt, preventing them do do anything basically.

m4lk4v00 14

Hey `@ArchitectGaming, great list. Have you tryed to play at least one Swiftness on the deck? So you could pair it with Force Speed, Maz Goggles or even Rey's Staff in a late game for one more chance to "cheat" actions with Rey?

ArchitectGaming 2466

@Steelhawks I do that exact play pretty often, I talk about it in the strategy section. In some cases when I want to "play slow" and focus and resolve a ton of dice, I'll keep Snap's die in the pool to prevent claiming.

ArchitectGaming 2466

@m4lk4v00 Swiftness is okay, I would have trouble cutting a card for it though, all of our options are just so good. Classic case of "too many good cards, only 30 slots"

pantsyg 15

Cool deck. One of the actually interesting parts about Poe/Maz is Maz's damage potential with a single upgrade in the late game once Poe is assassinated, and this deck has the control tools to play to that end game. At first I balked a little at the low damage available on the character dice, but as you mention Planetary is insane and consistent. Will be testing for sure.

ArchitectGaming 2466

@pantsyg don't discount DL-44 and Holdout Blaster as well. Once we're set up we do a consistent five at least, underneath mitigation! This deck looks like a pile, but its the real deal.

BigDaddyGoblyn 301

Can someone explain to me why "Fair" Trade is good? I know I am missing something here.

Steelhawks 26

@BigDaddyGoblyn

Attach Vibroknife or Holdout to Rey, roll Maz, focus the dice or have a ressource side dice. With the remaining action, play Fair Trade, getting a 2 for 1 ressource swap. Turn after you can either play another 2 cost upgrade or Planetary Uprising.

Against ePalp or Unkar/XXX you can prevent the use of Rise Against or Crime Lord and it gives you tons of ressource to play your 3 cost/4 cost upgrade sooner.

BigDaddyGoblyn 301

Also, why 1 Snap Die and 2 Maz Die? I would think that Elite Snap would help maintain that hold on the Battlefield?

ARI5TEIA 1

hey @ArchitectGaming I love this deck man! I do have one question for you. I don't have Force Speed and I don't ever anticipate getting them due to their high cost (I would likely sell or trade them to get more stuff). What would you suggest as a filler? are there any cards that would replace them well or were almost included but didn't have the room?

ARI5TEIA 1

perhaps Swiftness ?

neopopcorn 8

"Cargo Hold might seem like an odd inclusion, but playing with it gives us access to so many more lines of play. For example, in the early game we are looking to drop a two cost upgrade on Rey to get two actions, but later on when we have a few extra resources we can replace those Holdouts and Vibroknives with DL-44 Heavy Blaster Pistol. Two more opportunities for double actions on Rey is well worth the card slots, not to mention the value that the mitigation and extra damage add." I THINK THAT MOVE IS DIFFERENT TO PLAY, ALSO NO ADDITIONAL ACTION FOR REY ? PLAY IS WHEN THE CARD COME FROM HAND ?