PhastMa2

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Solsticejf 156

This is my try at a Fast Jango-Phasma deck

Fast Hands was not included since most of the times Jango would activate after opponents activation - so you can resolve him on your turn.

Lots of removal included, and lots of weapon with costs so Imperial HQ is there to cover that cost. Backup Muscle is there for that little ping every turn which can be lethal at the end of a game and get you out of Running Interference as well.

Think this deck could hold his own, but not tier 1. Base damage not high enough, but still 4 starting dices with 3 damage sides each.

Let me know your suggestions.

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the BEAST 1128

For some more damage bursts, I have drop zone and we have them now. My deck is currently 10-1... Thoughts?