Luke’s Dead Friends... spoiler alert!

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Luke’s Dead Friends... spoiler alert! 1 1 0 2.0
Czech Nationals 2018 - top8 1 0 1 1.0
Chicago Regionals 2018 | Top 8 | Han/Biggs | Loth-Wolf Pack 7 4 5 3.0

Bigulf 530

Deck play is simple, get the Flacon out turn 1, then activate Biggs, use his ability to activate the Falcon and reroll as needed, then use the Falcon’s ability to roll out Han. As the game continues yo-yo add mods to the Falcon as well as Retreat/Hyperspace Junp as needed.

21 комментарий

dustin13862 210

I would highly recommend the Handheld L-S1 Cannon to plop down onto a character, as its only downside is negligible because it'll be your only upgrade.

Bigulf 530

I did consider the Cannon and was a late cut.. playtesting has gone well so far, the speed of the deck is better then I anticipated and turns 3 and on I am Hyperspace Jumping or Retreating.

flyingdadbomb 157

I'll say 13 cards dedicated to mitigation and avoidance is too much, and it doesn't seem like you have a great engine to get the resources required to get the Falcon out turn one. You really shouldn't count on getting your battlefield turn one.

You'll have to mulligan hard for a Truce, or count on the 1/6 chance of a resource on Biggs or a 2/6 chance on Han of getting the resource required.

At very least, I'd take out a the Hasty Exits for two Well-Connecteds. This will give you a better chance of getting that extra resource required.

And also, too, you have eight mods in your deck, to only 1 vehicle. A vehicle can only have three mods. I know you want to increase your odds of getting them, but after you have three, they're just going to be dead weight in your hand.

You can afford to cut some of that mitigation, or honestly the Friends in Low Places, for at least one other vehicle. The N-1 Starfighter is a great option. You're also running red hero vehicle, so you should absolutely grab the R2 Astromech, and a Targeting Astromech isn't bad either. I'd run the R2 in favor of Strategic Planning, and at least a few more vehicles in favor of Friends in Low Places and Outgun. Also, I don't love Laser Cannon, and I think you'll find it underwhelming.

Just my thoughts.

dustin13862 210

But the Strategic Planning resets the Falcon for 1 while the R2 costs 2 AND a coveted mod slot. Definitely should stick with Strategic Planning.

flyingdadbomb 157

@dustin13862 I'm not so sure it's that clear cut. You can use the R2 multiple times, and it costs zero to put out.

If it's my choosing between a one-cost event that will equal one ready, as opposed to a zero cost mod that I can pay two EVERY TURN for a re-ready, I'm choosing the latter.

You make a good point about the mod spots, but I'll take two mods I can use multiple times over three mods I can only use once.

Bigulf 530

@flyingdadbombthanks for the feedback but I disagree with pretty much everything you have said. Firstly, there is only 10 removal spells which I find to be perfect to ensure I keep my guys alive. I have always ran 8-10 removal in pretty much every deck I build. Maybe it is just my play style. Secondly, I have never not got the Falcon out turn 1, between aggressively muliganning for truce, having the battlefield, or using Han and his 55% chance to get a resource, I always get there. Also, the astromech reset is just too costly and only good when you have 2 good mods on the Falcon which would be turn 4 at the earliest, typically by then I need my resources for removal or jump/retreat. Hope this gives you more on-site to why I have the set up the way I do. Please run the list and maybe you will agree, if not maybe it isn’t your style of deck.

Kamikaze_Dreamer138 1

No second chance?

flyingdadbomb 157

@Bigulfit very much is my style of deck. I've already designed two decks around armored reinforcement (which your welcome to look up and critique), and playing a four-cost vehicle turn one is plan B at best in those decks, because I can't count on it.

It's your deck man, I'm just giving my reading on issues I think you'll run into. To recap:

  1. Your hand is going to be flooded with mitigation. You talk about not being able to afford the R2 Astromech with all your mitigation and 3-cost Hyperspace Jump, but then how do you plan to afford your mods that make the Falcon so dangerous?

  2. You leave getting the Falcon out turn one up to chance, betting the fate of the rebellion on bad odds. With no backup plan (aka other vehicles), this doesn't seem like the most consistent option you could have built around.

  3. Your ratio of mods to vehicles is 8:1 when you can only have three mods on a vehicle.

These things all point to your deck having a lot of fat in hand that will result in a lot of pitching to re-roll, and if you could replace that fat with things that will increase your odds and make your deck more reliable/versatile/scary, I don't see why you wouldn't. But hey, as I said, it's your deck, and you clearly don't value other viewpoints, so I will bow out of this one.

cjfm 40

I have less of a problem with the mitigation and more of a problem with the fact that you'll be drawing unusable mods late in the game because the Falcon can only hold 3. Maybe add a vehicle?

Bigulf 530

Using your logic I should only run 3 mods. I must have a mod turns 2,3, and maybe 4. Depending how the game is going turn 4 could be Roll out and resolve dice and Jump/Retreat. Also, look at the math.. let’s say chance to win the roll is 50/50... then there is a chance when you lose the roll to still get your BG, then you have 56% chance to get money from activating Han, and you can reroll his dice also as needed, and you have a chance to have opening hand Truce. Put all that together and I have played this deck at least 20 times and have never missed a turn 2 Falcon.

cjfm 40

Okay budddy, don't get testy just because I suggest one more vehicle.

Bigulf 530

It isn’t needed and the extra activation would slow the deck down. This deck thrives on speed.

Bigulf 530

Not testy, just explaining why. I did update the list and removed 1 mod and 1 removal and added 2x Shield Generator as I have now started seeing people add Support hate to their decks.

Bigulf 530

I also took advice in new version and now down to 5 mods and added 2x DH-17 Blaster Pistol

chinovalley 224

A single support kill card wrecks this deck.

chinovalley 224

Shield Generators will help, possibly--though I'd be inclined to just add another couple vehicles over protecting a single vehicle. However, I can see the potential here to ride a single modded up vehicle and playing the whole mitigation/run away shenanigans. Popular hero tactics, and thematic I suppose.

dperlste 34

I agree with the other commenters. A single vandalize to kill your falcon might as well be an auto-loss for you. You really ought to dedicate at least 1 more slot to any of the great backup vehicle options, or risk a blowout from a card that shows up pretty frequently in your opponent's decks.

Bigulf 530

I also run Scavenge in the newer version which allows me to dig for upgrades as well as get my Falcon back if it should die.

Fenn Rau II 110

Have you considered changing the battlefield to Theed Royal Palace - Naboo?

It gives you a resource and a free action for your power action. Plus if you only have one vehicle, this might help you more throughout the whole game, rather than just in turn one.

Bigulf 530

I have play tested that BG and I really like it. It is in my newer version of this list which I will post here.

Bigulf 530

THhank you everyone who has posted here and offered advice as to ways to possibly improve the deck. I have implemented many of the suggestions and newest version went 4-1 last night playtesting. swdestinydb.com