Tie Swarm (4-1) with Deck Analysis

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Destiny Deck Analysis 271

Tie Swarm with Deck Analysis

As the finances have been tight lately I’ve had to trim back my Star Wars Destiny collection, thus have started playing primarily budget decks. This deck I was able to piece together from my local stores most recent draft event.

Characters

Mother Talzin - Nightsister Matriarch: Along with being inexpensive, she provides a critical focus ability, which helps you find black damage sides or resources sides with your Chance Cube.

"Mauler" Mithel - Vader's Wingman: I am curious to see how effective his ability is, but regardless his damage sides are good and his point cost is reasonable. Also, his ability to boost the die side of his tie fighter make him pretty interesting especially if you leave him alive until the late game.

Battle Droid: Include solely because I had space, I have very few expectations of this character.

Upgrades

Chance Cube: This along with logistics are the primary ramp cards in this deck.

Force Illusion: Included to complete the battlefield, the thought is you can protect your characters and then claim to bring a TIE Fighter or Bubble Shield into play.

DH-17 Blaster Pistol: One of the weaknesses of this deck is the lack of black damage sides, so this Blaster was included to help ensure modifiers could be resolved.

Supports

Black Two:

Bubble Shield: Combined with the battlefield, this support can stop 3-6 damage each round, which makes it one of the best mitigation cards in the game. Though not all decks deal indirect damage, more than you think do, thus I included this card for recursive defense.

Fang Fighter: Included for it's odd cost and black damage sides, this support can provide a nice burst of damage. I tend to use its die to resolve modified damage sides.

Tech Team: Though villain's don't have access to Rally Aid, this acts as a reasonable substitute, allowing you to play three drop supports as the first action of turns after this support is played.

TIE Fighter: Though this is a two cost support, the ability to search and remove it from your deck makes getting them out as quickly as possible a priority, to increase the consistency of Mother Talzin - Nightsister Matriarch.

Events

As far as events are concerned, I always like to leave room for approximately 12 mitigation cards. In this case, since I included force illusion, I only looked to include 10 mitigation events. The rest focus on ramping into our TIE FIGHTER SWARM. Ramp cards I did not provide an analysis of.

At Odds: In my opinion, the most threatening dice in the game are odd. Those are resource sides, discard sides, and three damage sides. This card mitigates those while countering mill, which makes it more effective than similar cards like mislead.

Feel Your Anger: With the potential for blowout mitigation, this card is my favorite blue mitigation card. One suggestion I have is don’t play chicken with your opponent, if you can remove one or more of their dice, don’t let them discard to re-roll before playing this card. Don’t be greedy.

Frighten: Some match-ups require shield removal, especially with the plethora of hero blue decks seeing casual play currently. One was included to counter these.

Hidden Motive: Though it’s even I like testing my luck with Mother Talzin - Nightsister Matriarchs ability...

Logistics: Ramp

Pinned Down: Great multipurpose removal card that can target any symbol.

Spell of Removal: With very few even numbered cards, this card helps move off costed supports to your discard to them return to play with Docking Bay - Finalizer.

The Best Defense...: Two for one removal is excellent especially when you deal the damage to a Battle Droid.

Witch Magick: This cards averages about 2.5 health points per play, thus helps keep your key characters alive into the late game.

2 комментария

Patpatine 195

I'm not usually a fan of vehicle decks, but when I saw this, it was such a unique combo I had to check it out, and I was not disappointed. Good job, hope your finances start getting better.

Destiny Deck Analysis 271

Thanks @Patpatine! I’ve been borrowing 3 TIE Fighters to run this list, but just was able to trade for 2 today, so am now only 1 TIE Fighter away from completing my swarm! And I do like how it feels less like a vehicle deck and more like an aggressive ranged deck. I used to play 5 Die Villain, and I thought this was almost a “trilogies” version. I was initially thinking this would be decent at best, but my first game I took down a Darth Vader - Terror To Behold deck that was well built, which is why I thought I’d share it!