Dooku Ventress (JLeeSr Original Version 1.2)

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Dooku Ventress 0 0 0 1.0

JLeeSr 33

I've been working on this deck since TTS allowed us to playtest SoR. It is consistent, has answers, and can be tough. A second-round opponent character death is not uncommon. There is no archetype that beats it regularly, though some decks are more difficult than others. Poe/Maz is hard work but not unbeatable by any means.

12 of the 18 events (plus Force Throw) are dice mitigation. This is important, as you want at least one or two answers per round. This deck survives off of answers to threats.

During the first round, you want to suit up Dooku (typically) with upgrades and take a little damage on the chin. After that, upgrade when necessary and mitigate them as often as possible.

My YouTube channel where I demonstrate this deck vs well-known tier 1 archetypes and home-brewed theory decks:

JLeeSr's YouTube Channel

The upgrades:

Force Illusion protects Ventress as they will undoubtedly target her first. With only 9 health points, you probably want the two shields at the beginning, unless they are playing a potentially brutal battlefield.

Force Throw is always a top-notch control card. No sith deck is complete without it, and with upgrades becoming more and more brutal, throwing 3-4 damage with the special can be back-breaking.

Kylo Ren's Lightsaber won't be used every game, but if you can play it first round via Enrage, then you have serious advantage.

Makashi Training adds extra modified damage to base melee damage and makes more sense than, say, Force Choke in this deck.

Sith Holocron and Vibroknife need no explanation.

Cards I've tried but didn't keep:

Force Speed - at first, this card felt like an auto-include. In essence, in this deck, it's a cute first-turn play that puts an extra dice in play. It never really helped decide games, and I typically pitched it for rerolls. It was something I never wanted to draw after the first round.

Lightsaber Throw - never used it very often. Usually pitched it to reroll.

The Price of Failure - can be devastating, but also very situational.

Force Choke - almost pointless in this build.

Immobilize - formerly one of my auto-includes, but for the cost, it doesn't make the cut.

Other events and upgrades came and went, and this is my final build. Supports are too slow for this deck. With the majority of the cards costing 0-1, this deck is screaming fast and very inexpensive to run.

Battlefield:

Emperor's Throne Room - Death Star II was my battlefield for a very long time. However, this can help many other decks, and I want to use a battlefield that is meaningless to the opponent.

This is why I've chosen Secluded Beach - Scarif, because if the opponent claims it, it will not change my game state with rare exception to the single ranged damage side of Force Throw.

A card I did include that you might not:

Trust Your Instincts - digs for one card and allows you to reroll any number of a character's upgrade or character dice. I almost always use this card unless I'm playing against mill.

Closing: This deck isn't brain surgery, but there are patterns and control aspects to it that keep it competitive and interesting. It is strong, has the potential to be pure aggro or midgrade control.

It does not make tons of resources. You typically hold your two resources for mitigation, or when the time calls for it, to drop Makashi and Vibroknife or drop a game-winning No Mercy.

the Bob Ross of Destiny, and his boy Pumpkin

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