Rebeltrooper's - 7th Agro

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Rainbow 7s OTK: 6-0 Galactic Qualifier Day 2 38 31 28 1.0

Rebeltrooper 964

Short Breakdown:

This deck has done 17 damage turn 1. It is tough to pilot, as you have to do multiple things reacting to your opponents board to set up the big play.

Hard mulligan for Ancient Lightsaber or ID9 Seeker Droid. Keep 7th alive at all costs, most games I've seen 20+ cards by turn 3. Your major plays are Friends in High Places, and Boundless Ambition for the The Price of Failure. 1st turn FIHP is very easy to get. remember seeker droids value is constant until resolved, so 7th with 1 seeker upgrade has a value of 4 off the two dice if there both showing "x". This makes for a very quick 1st turn or early second turn friends in high places. Once you've hit FIHP you want a weapon or boundless. You will almost always kill your own trooper by turn 2.

Don't use the seeker droid dice that is put in to play through the sisters ability. ex: sister has 1 seeker droid upgrade

roll out sister, 2 character dice + 1 seeker upgrade + 1 seeker from printed ability. If you have a price of failure in hand or a possible FIHP in hand or a boundless in hand do not resolve the non upgrade seeker die. Your hope is to use all of 7th's character and upgrade die, leaving the ability seeker in play. Then you play price of failure. now u roll out 2 character dice + 1 upgrade + 1 seeker from ability. You still have the original seeker droid from the ability so now you have ...

2 character dice + 1 seeker upgrade + 1st activation seeker + 2nd activation seeker. 5 total dice and value's of seeker's are 3,2,1. 1 focus and that is a 3 focus for a lot of damage. This is not an uncommon play with this deck. If you happen to boundless into a feint it gets even more disgusting, if you have 2 seeker droids out... probably game.

Getting used to when you should kill your own characters with the PoF is the key to success in this deck. Also slow playing your hand baiting a claim so you can take these actions uninterrupted.

I may change out The Best Defense for Sound the Alarm. Both are a nice Oh Sh.. button, but 1 only works before you kill the trooper.

Lastly, the Battlefield... Fort Anaxes - Anaxes if you win the roll off against top tier agro decks you should take yours. Intimidate can handle the shields (remember your usually seeing half your deck by turn 2 so you will hit it) and the guardian ability helps spread the damage away from seventh since your probably gonna kill your own guy by turn 2 anyway.

This deck definitely takes a little practice but once you understand what hands you should be looking for, and when to resolve dice and when to wait it hums!

Thanks for your consideration!

-Rebeltrooper

8 个回复

Focus Ninja 1598

I love ID9 combo decks

Rebeltrooper 964

I'm going to try running aftermath over Enrage. I've had a few suggest it, I don't like that it isn't on demand but I think they are right that I'll get more use out of aftermath especially since I see so mu much of the deck I may end up getting the double trigger more often than I think.

RJM 121

While going full combo is the most fun... I've found it's way too fragile to realistically take down a whole event.

I've been playing an eSevy/Royal Guard/FOST build that plays a lot more controlling, and cuts all the cute cards for more reliability and stability. Yeah, you don't get hilarious once in a blue moon 6 value Seeker Droids. But you are virtually guaranteed to get to your stacked Seventh Sister end game. Which, in my opinion, is the real strong point of the deck.

Regardless though, I think you're crazypants to not be playing He Doesn't Like You in here! :P

Rebeltrooper 964

@RJM do you have a decklist? I'd like to compare. I agree going RG would guarantee 1 more turn of survival for those worst case scenario. It's worth trying out, despite losing fihp. This deck usually doesn't get 6 droids out, cause 3 is enough to fatal usually. Especially if u do 3, the PoF then 3 again. I used to run he doesn't like you, but I pulled it for isolation because it didn't require me to have a die on the table as I usually don't have first action unless I win the roll off. He doesn't like you was often unusable when I needed it, or unjustifiable cause it would cost me a fihp play. It was okay, just not something I could use every time.

Also you are right, this probably won't clear a regional field, but besides r2p2, qui/kanan come on what does? If that's your judgement on a deck most won't make the cut no? :)

This deck isn't a meta breaker but I've been playing it for a few weeks now, I think it is much better than you make it sound.

RJM 121

@Rebeltrooper Heh, I do really like the deck, I tend to be the harshest critic when it’s something I do actually like a lot. :)

And I’m sure at least some of my opinion comes from my own personal bias towards control decks.

I think the basic archetype does have real legs against the ‘top’ decks, and at least partially due to its rogue factor. The all-in aggro version just has more of an uphill battle in later rounds when you’re up against players that don’t get surprised easily or you have to start winning best of 3’s.

Here’s what I’m pretty sure my current iteration of eSevy/RG/FOST looks like:

Villain Force / Command

Sets: From Awakenings to Two-Player Game

BATTLEFIELD ¯¯¯¯¯¯¯¯¯¯¯ Secret Facility, Scarif (Spirit of Rebellion #159)

CHARACTER ¯¯¯¯¯¯¯¯¯ 1x First Order Stormtrooper (Awakenings #2) 1x Royal Guard (Spirit of Rebellion #12) 2x Seventh Sister, Agile Inquisitor (Empire at War #10)

UPGRADE ¯¯¯¯¯¯¯ 2x Kylo Ren’s Lightsaber (Awakenings #15) 2x Force Illusion (Spirit of Rebellion #135) 2x ID9 Seeker Droid (Empire at War #13) 2x Ancient Lightsaber (Empire at War #49) 2x Dark Counsel (Two-Player Game #6)

SUPPORT ¯¯¯¯¯¯¯ 2x It Binds All Things (Awakenings #150) 2x Aftermath (Spirit of Rebellion #123)

EVENT ¯¯¯¯¯ 2x Cannon Fodder (Awakenings #68) 2x The Best Defense... (Awakenings #75) 2x Isolation (Awakenings #85) 2x Rise Again (Spirit of Rebellion #76) 2x The Price of Failure (Spirit of Rebellion #77) 2x Doubt (Spirit of Rebellion #80) 2x Overconfidence (Spirit of Rebellion #130) 2x Lightsaber Pull (Empire at War #130)

Some of the other advantages of Royal Guard are that you can safely include more of the great Spot Blue stuff without fear of dead mitigation if things go wrong

Rebeltrooper 964

I like it. I've considered finding room for dark counsel, I tried kylos and let me just say I cannot wait for mauls lightsaber. Force illusion I've had in and out, since my build is so dependant on seeing a majority of my deck in 3 turns I've had FI backfire but it's legit. Thanks for posting, it's giving me some things to think about. I will end up at least play testing with rg, which opens up 2 cards with no fihp. Probably input dark counsel or doubt. Appreciate the feedback

RJM 121

@Rebeltrooper Yeah, this deck will be a great shell for Maul’s stick! I think Heirloom is a pretty reasonable swap for Kylo’s Saber/Z6 as well. I like having zero pay sides on all my upgrades.

I found Boundless was often dead or overkill. You often only need that 1 or 2 extra cards for rerolls the turn you PoF. Dark Counsel can help there and will actually pay for itself along the way on top of adding the focus consistency.

And I’m hard pressed not to play the Ancient Saber/IBaT/LS Pull loop in any deck that can reasonably support it these days.

Let me know how it goes as you refine the list! When Legacies hits going Gamorrean/Battle Droid could be a sweet rainbow option.

BranFran 1

How come I can't find the updated decklist with ciena and bala-tik anymore? Did you delete it or something?