Endless $wag - 1st place @ Cantina Royale

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灵感源自于
Aftermath Entertainment 1 0 0 1.0
Sand Storms 2 1 0 2.0
Endless $wag 2.0 - SC winner @ JustPlayGames - Liverpool 81 66 32 1.0

BeNNyBiLL 581

This deck went undefeated over 9 games @ Star Wars: Destiny Charity Event ''Cantina Royale'' hosted at Element Games, Stockport. I believe there were 44 players in total at the event.

Opponents on the day were 3x eBala/Jango/Trooper, 2x eVader/Raider, eKylo/eJango & 3x eKylo/eDooku.

First off, I must say a big big thank-you to all the organisers and sponsors to the event. I've never seen such quality and quantity of swag at an event before, it was truly endless. The players were a joy to play with and I had so many positive comments from this list that I felt it only fair to share it.

Now, if you want a handle on the ethos of this deck, then look no further than this gif: alt text

This deck currently stands right above the aggro meta. Boasting 29 hit points (plus a potential 14 more with Endless Ranks) this deck is able to sit back, take lots of slow clunky actions, give out some moderate damage, hoard resources and ultimately control the game.

What's more amazing is that this deck is affordable to construct. There are no legendary dice. The only expensive item in the list would be Holdout Blaster.

To be most effective with this deck, you want to mulligan for Underworld Connections. Keep a copy of Logistics if you get one in your starting 5, otherwise throw everything away if you haven't got the underworld. The rest of your starting hand is of little importance.

Choosing first player (VERY IMPORTANT!). A lot of players want to win the initiative roll and pick their battlefield to solidify their game-plan. If you win that roll however, always opt for their battlefield and go second. This is not madness I assure you. Going second in this game is completely imbalanced in my opinion. 2 shields either way is a swing of 4 damage. You are 4 whole damage up on your opponent if you are second. This is huge. I don't care how good you think your Emperor's Throne Room is. It's not 4 extra hit-points good. And this works in this decks favour even more so, as my troopers want to kill a character off sooner rather than later, which won't be happening so quickly if they have extra shields. Finally, if you see how action intensive this deck is, it will rarely ever claim the battlefield, so any advantages you might of hoped to get from Rebel War Room will likely never happen.

From this point the deck should play out itself. I will explain some of the card choices as there are a few non-meta picks in this list.

Underworld Connections - This card pays for itself on the following turn it is played. Every turn after is profit. Think of it like a redeploy die with 6 resource faces that can't be removed. Compare this to Datapad and it should be immediately obvious why that card doesn't feature and underworld does.

Endless Ranks - You will be able to afford this card. You'll probably even be able to afford this card twice. That's not at all uncommon. You certainly want 2 copies as its a game changer. You may need to re-roll with your first copy if your against Kylo though. If Kylo already has his special before you have any dice in your pool then activate Tusken and use his ability to resolve a die and pitch the endless ranks ahead of Kylo resolving it.

Confiscation - One of the most effective cards in the deck. This card is both die removal and denial of board state combined. You should be richer than your opponent so throwing back a card to hand that has just rolled the perfect face result knowing that they can't afford to replay that card is a real kick in the teeth. It's great tech vs Thermal Detonator and Infantry Grenades. It's also brilliant against redeploy cards and Second Chance. A single copy of Disarm also features in the deck as a less reliable version of confiscation.

Backup Muscle - This card is so far above the curve it hardly feels fair playing it. This damage bypasses anything. It can't be prevented. Secures you a kill and only costs 1 resource for 3 damage.

All the redeploy cards and some supports - Dice that never go away are the best kind of dice. It stands to reason that it benefits this deck even more as the characters are easier to kill off with their low HP.

Flex slots - Squad Tactics, Firepower and Take Cover are probably the most under-performing cards in the deck. They are all good, but if you have a burning desire to change any of the cards I would remove these first.

Notable omissions:

Electroshock - "spot a yellow character". Such text kills this card. Smart players will go for Tusken Raider first even if you start with 2 shields on him. Jokes on them, I don't run this card!

AT-ST - Way too expensive for a sub par die. Get's ruined by die removal and Deflect. 2x TIE Fighter is way better.

Cannon Fodder and The Best Defense... - These cards are below the curve. Cannon fodder delays the inevitable. Best defence is expensive and only has value against really strong die results. You'd be using these cards to re-roll with more often than not. You're better off picking a more useful card.

In conclusion, it's time to slot x2 Thermal Detonator in all your decks. Or... you could just play this deck. Your choice ;-)

1个回复

Chuftbot 439

Considering how many good tools 4 character decks are getting in SoR, I'm really happy to see this list. Such a clever build. Great work!