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Steers and Veers | 1 | 1 | 0 | 1.0 |
Heres My Boomstick | 0 | 0 | 0 | 1.0 |
Your Face Will Be Down In Moments | 0 | 0 | 0 | 2.0 |
Jingo Jango | 0 | 0 | 0 | 1.0 |
Jango Veers with a Thermal Detonator V2 | 0 | 0 | 0 | 1.0 |
Veers said: It takes 2 to Jango! | 0 | 0 | 0 | 1.0 |
Nymz Tourny #1 list | 2 | 1 | 2 | 1.0 |
Aggro Jango | 1 | 1 | 0 | 1.0 |
Veers/Jango | 0 | 0 | 0 | 1.0 |
JV is the New Varsity | 0 | 0 | 0 | 1.0 |
Aggro Jango | 0 | 0 | 0 | 1.0 |
Jango/Veers | 0 | 0 | 0 | 1.0 |
EBala/Jango/Trooper - 9-0 Tournament Deck | 74 | 61 | 23 | 1.0 |
Jango Veers Left | 1 | 0 | 0 | 1.0 |
Rkik's Jango Veers | 0 | 0 | 0 | 1.0 |
1st place (9-0) - BDG (PL) 28.01.17 (24 players) | 7 | 6 | 0 | 1.0 |
Jango Veers Bruno | 0 | 0 | 0 | 1.0 |
Jango-Veers mod V3 | 0 | 0 | 0 | 1.0 |
eJango / eVeers | 1 | 1 | 0 | 1.0 |
Aggro Jango | 0 | 0 | 0 | 1.0 |
Guy Patriot Store Champs 2017 | 0 | 0 | 0 | 1.0 |
'Choot Em | 0 | 0 | 0 | 1.0 |
Aggro Jango | 1 | 1 | 0 | 1.0 |
eJango/Death Trooper | 0 | 0 | 0 | 1.0 |
Aggro Jango REBUILD | 0 | 0 | 1 | 1.0 |
phaustus 1650
My current version of an aggressive deck using Jango Fett
EDIT: I've made a very small change to the deck but, instead of publishing the same list with a 2-card difference, I will just mention it here (I also don't really like the way versioning is handled on the website since it splits the comments section and I feel like there was a lot of constructive discussion so it would be a shame if people didn't see those comments).
Also, the description is handled separately as well and I'd rather not copy-paste the wall of text that's below or write a different description, only for people to not realize there is a more elaborate explanation on the first version page.
After playing the deck some more, I've decided to remove 2x IQA-11 Blaster Rifle and replace them with 2x Disarm, which I feel is better in the mirror match as well as against Sith Holocron control decks (if you manage to off one of their lightsabers, it's even better, but I know it's unlikely to happen).
OLD DESCRIPTION STARTS HERE:
The deck is definitely tournament-worthy (I've tested it against Vader Raider and eRey/2xPadawan as well as eFinn/Poe and Padmill) and it has fared favorably in all cases.
In fact, I'm genuinely wondering if there is another deck that has a favourable match-up against it (while still being competitive against the other meta builds).
The reason to use General Veers over 2x First Order Stormtrooper is that it requires one less activation and his dice don't cost .
You are essentially trading HP for efficiency (it's usually easier to resolve a +2 than it is a 2 for 1, due to the fact you will often need to spend everything on upgrades first).
It might feel weird to use General Veers and not have a single support, but I found that not only were they too expensive on average, but it also costs a lot of actions to use them with his power and the benefits are often marginal (like an extra 1 after spending 3 actions). Currently, I feel like it's a trap and will actually result in a worse deck than using him straight up for his good sides.
One nice thing about the deck is that it uses no legendaries at all. In fact, the only cards that could be somewhat expensive to trade for/acquire are Jango Fett himself, the 2x Holdout Blaster and the 2x Jetpack.
Playing the deck is fairly straightforward:
- Your first action in every round should be spent equipping Jango Fett with an upgrade until he has at least 2.
- You then wait for your enemy to activate one of his characters to get your free activation, then resolve ranged damage immediately before they can deal with your dice (unless you got a really bad roll).
- If they stall, you can activate General Veers or play some of the cheap events.
- You can usually afford at least 1-2 rerolls; just make sure you claim if you are using your own battlefield to preserve momentum.
- With that being said, I will usually opt for my opponent's battlefield if I win the initial roll because I don't want to have to deal with 2 extra (and I kinda want them for Jango or Veers since they're squishy and I need to stay alive to deal damage).
- You should be able to regularly deal 4 to 7 damage per round, resulting in a character kill on turn 2 in most of your games. This sets you up nicely to seal the deal since your opponent will lose a lot of momentum and might not be able to finish one your characters anymore.
Here's a brief explanation for some of the card choices (which, granted, might seem a bit off in some cases):
- The choice of Frozen Wastes as a Battlefield might seem odd, but I found that most aggro decks will lose steam and will have trouble closing the game if they take too much return damage. Having a free activation and only 2 characters (with very little variation in your dice symbols) makes it easy to claim every round. Removing a character die is a life-saver against Vader and other big threats (I'd much rather remove a 3 than deal one damage to a character of my opponent's choice, for example, if I were using Separatist Base, which seems to be a popular choice for aggro decks right now and which I mostly disagree with)
- Most of the upgrades should be pretty self-explanatory; you want as much as possible - everything else is secondary and will usually just make you waste actions and rerolls (this is why I don't use Cunning)
- Infantry Grenades is a bit iffy, but there currently aren't enough guns to make sure you will reliably draw two in the first 2 turns and it is useful against teams of 3+ characters, which can give aggro decks trouble by having a lot more HP to go through
- On the Hunt, while not having great faces, is cheap and has a pretty decent which is useful when you didn't start, or against Light Side in general. It also provides you with a bit of control when you have extra (this ties in nicely with the Battlefield choice)
- I play a single copy of Armed to the Teeth as a finisher, again to help seal the deal before it's too late. I'm actually even considering a second copy, since you sometimes wish you had that free extra 3 damage to end
- Dug in has proven extremely clutch against other aggressive decks or when the game draws out, you basically have 6 extra HP in the deck for just 2
- Electroshock is, again, meant to provide a bit of control/mitigation when your opponent is fighting back too hard and you just can't get enough damage in
- In a deck where you often don't wanna waste too many actions and cards on rerolling, He Doesn't Like You is an excellent use to those blanks and that costs when you're broke (which is bound to happen since you will spend you first 2-3 turns just using your 2 on upgrades)
- Logistics is there because you will very often be -starved and sometimes, I'd rather jusdt get more than try to reroll (so I can deploy more the next round)
- Probe is there mostly because it's free and, againt control decks, it's a nice play the turn before you claim or resolve a lot of to get those dice manipulation cards out of their hands
- Tactical Mastery isn't often necessary but, against other aggro decks, can give you that edge to make sure you win the claim race and it can make clutch plays when it's down to 1 character on each side
- Unpredictable isn't that great but, again, it's free and sometimes, all you need is one little reroll. I would say it is still the card I end up throwing away most often for a "regular" reroll
Some of you might have noted the absence of Go for the Kill. The reason is that with the dice in this build, it will only be useful if an opposing character is within 2HP of dying and has at least 1 or more . Even then, this can create further issues because you have to use up an extra action and a card (which could've been used for rerolling) and then you are left with one less die with base to resolve your modifiers. I've found that, more often than not, it was better to just power through by dealing 1-2 more points of damage.
A possible replacement/inclusion that I'm considering is The Best Defense.... I feel like it could be great to ensure Jango's survival and, against decks with "big" dice (like Vader, Luke, Han or Grievous) it'll always be a positive trade for you. The big downside is that this could get your Veers killed off very quickly if you're not careful, and it's not that useful against decks with "smaller" dice (for the 3 damage to be worth it, you'd need to be removing at least a 3 damage as the second die; otherwise you'd be better off just using He Doesn't Like You or Electroshock). Another disadvantage to removing a lot of dice from your opponent in the same round is that you're essentially helping them claim before you, which can hurt in some cases. I'll test it out and see
84 hozzászólás |
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This deck is awesome b/c of it needing no legendary cards, but what do you think of just adding one. Thermal Detonator in for Infantry Grenades. Also, what are your thoughts on Infamous? |
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If anyone is interested in getting a breakdown of match-ups I can add it to the description (although it's already pretty wordy). Just let me know in the comments section :) |
Looks like a solid build. |
Why veers and not greivous? not saying you are wrong just wondering. Just because it gives the options of having elite jango and because he has ranged instead of melee? |
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I like this a lot. What changes would you recommend for someone with only one holdout and one jetpack? I'm thinking another grenade and a black market. |
Black Market, however, might be a little slow. It does provide for a different approach but, if you find your opponents can often claim before you do, or if it proves too expensive (at 3 it's a bit costly for what little damage it can output), I would look into Cunning, Flame Thrower (not my favourite but at least there are no modifier faces on the dice and you can still resolve with Jango's sometimes, and it deals good damage) or even just cheap events like Go for the Kill |
Any recomendations on what to sub for 1 On The Hunt, 1 Dug In, and both Electroshock? |
For Dug in and Electroshock, I think the closest replacements would have to be Closing the Net and The Best Defense... (with the former being harder to use, however, while the latter is stronger as a dice manipulation event, but is the complete opposite of Dug in for survivability). You could even try Block or Dodge (but it's kinda hard since you can't tell if you're gonna be up against or and decks rarely mix both in quantities large enough that it would keep both cards relevant). If, instead, you'd rather go for something even more aggressive, Leadership might also work, but I feel like trading 2 of Veers' dice for another possible Jango activation isn't that great (unless you stacked 3 upgrades on Jango and Veers has nothing on him). You kinda need to figure out whether you want to be more aggressive, or keep some control to prevent return damage. Check how often one of your characters dies (and how fast you can kill your opponent's first character), and adjust accordingly :) |
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Mirror match with this deck typically comes down to who is lucky... In my mirror match, my Jango was gunned down turn 3(7 or 8 damage KO). By this time I had only managed to do 6 damage to his Veers(lots of bad rolls). Even with Dug In, I wasn't able to knock out his Veers to make it a one on one fight. |
Built and played this deck tonight...it's SO fast. Smacked a decent Luke/Ackbar deck outta the water. Though they never had a chance to get an effective All In combo or a Leadership reactivation off. Had they, it might have been defferent. Jango was close to dead. |
At Card Game DB I've been brewing a deck the last couple weeks that I call "Guns. Lots of Guns." The current version is nearly identical to this. I came to almost all the same conclusions you've mentioned here for many of the same reasons. Frozen Wastes is definitely the right battlefield; the deck is so fast it provides free dice control basically always, which is huge. Our builds now differ by 3 cards. I have -1 Infantry Grenades, -2 Tactical Mastery. Infantry Grenades is suspect as you have already pointed out here. Tactical Mastery seems usually bad; paying 1 to go faster doesn't usually do much in my experience. Instead I have +1 Disarm which often works as die removal with the added benefit of the removed die being gone forever... and +2 The Best Defense... which honestly I believe might be the single best event in the set. It doesn't look like it at first blush; you say "but I have to take 3 damage." But it removes two dice and you choose them. In my games it often takes out huge damage rolls by taking out all the black sides and leaving modified sides hanging. It also puts damage on General Veers who is almost never targeted first, so you're effectively getting to push damage to him that might otherwise threaten or kill Jango Fett. I didn't have it in my original build either, but I highly recommend trying it; in my games it has been the best dice removal by far. |
How does the deck favor in regards to resources? Do you find yourself with the resources to put your stuff into play? |
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I like it. I only have 1x Electroshock right now. Any recommendations for that other slot? |
Any recommendations on what to swap out for the 2x Holdout Blasters? Too expensive for me to add to my collection atm. |
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As for The Best Defense... I do plan on trying it out, I'm really curious. I'm wary that it might shift the focus onto Veers and he could get blown up pretty quickly, but it does feel like it could make some big plays (especially against characters with big dice). Tactical Mastery has been doing ok for me, though (I would even say has been clutch in a couple games), but that's mostly against aggro decks or when my characters are badly damaged and I really need to resolve everything before my opponent. It's still probably the best replacement candidate, like you said. |
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You could also add some control options with Disarm and The Best Defense..., but I feel like having 9-10 upgrades that cost 2 or less is fairly critical (to make sure you can get one out on Jango on turn 1). I could easily see getting away with 9. 8 might be cutting it a bit short (since there is the possibility of not getting one even after aggressive mulliganing and then the game will snowball in your opponent's favor since you won't put out as much damage). |
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I played this deck twice yesterday with very good results. It is super agressive and fun to play, but I felt like I had too much upgrades in my deck! both Veers and Jango were full equipped and my hand was full of upgrades. I'll make a fork of this deck changing some upgrades for support and maybe with a pair of Ace in the Hole to take profit of extra upgrades in hand. |
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Thanks so much; been using this deck as a great aground archetype to teach people. Any legendaries you would include if not restricted by anything or do you think the deck is best in current form? |
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Since it costs 3 , it's also highly unlikely you will get it out on turn 1. Lastly, the fact that it is red characters only means you will need to put it on Veers which, while interesting (because it might force your opponent to go for him instead of Jango) could mean you will lose your investment very quickly. Overall, it wouldn't be terrible, but I still think the current upgrades are better. |
Logistics is not a card you will actively seek to trigger, it's more that you are often lacking a or two, and then it can come in handy. Often, it will just end up as a reroll. He Doesn't Like You has been pretty huge for me, offering affordable control. I often had a die whose result I didn't like, but didn't exactly feel like making a reroll for just one or two dice. This is when He Doesn't Like You will come in handy (it's also why I'm still running Unpredictable; for the opposite reason, basically :P ). Obviously, if you feel those cards didn't suit your playstyle (or if a situation where they could've been useful never came up), that's completely understandable. It's pretty cool that you were able to pick up the game so fast and put together a tournament-winning deck :D |
its a bad call to go for jango first. veers dice is way more aggro and he has less health, so killing veers first should be priority. also u may outplay jango by using passive actions and pass, so he had eventually activate first, then u dodge or dice control him. |
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Why Probe in the deck ? |
I'm assuming you didn't read notes above. It says: "Probe is there mostly because it's free and, against control decks, it's a nice play the turn before you claim or resolve a lot of to get those dice manipulation cards out of their hands" |
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Have you thought about replacing Unpredictable with All In? The reason I ask, is because I could see this card allowing you, late game, to resolve all dice imediatly and then claiming the battlefield. It guarantees Dug in if it comes up and allows you to use your dice without interference. I could see it especially effective right after rolling in Jango (I try to roll in veers before Jengos action can happen) This allows you you to finish the round off strong. Thoughts? |
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This might be crazy, but what do you think of Aim in place of Probe? Actually lets you get some real value out of Tactical Mastery by flipping into and resolving big damage. |
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yea, going for the character with more non-redeployable upgrades is better play, so is saying that veers has more aggro dice (which is a fact) and targeting him is higher priority is also valid statement (assuming game just started). but then this is a game and adjusting is important. in my experience killing veers first was usually helpful due to his so much better dice and less health, but then id adjust depending on what deck im playing and what is a current boardstate, also how my opponent plays his upgrades. later in the game tho u may troll jango's passive ability and its good to realize u may just pass or do other actions instead of activating your dudes (this however still depends on deck u play), that is another argument for killing veers first. |
in other words im certain that if i go for jango first, my opponent will play non-redeployable upgrades on veers first which is bad due to his better dice ;) |
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i said fact is he has more aggro dice. also i think u dont read what i wrote |
Played this at a local tourney tonight, went 4-0. Faced Padmae/Rey, QuiGon/Rey, Leia/Finn, and Phasma/FOT/Bala. Only game that was close was the Padmae match, due to my opponent playing two Second Chances. Veers was rolling like crap so I was aggressively re-rolling; I need to learn to be more patient with Mill decks! The other three were quick. Every game I had at least one round where I was laying out 5-8 damage in a single resolution. Jango's ability+Tactical+Mastery is.....very frustrating for your opponent as they watch you roll tons of damage on both characters and resolve it all before they can do anything. Once change I made was to put in a copy of Dodge and Block for Probe. Probe is good, but at 19 health, I wanted some options to remove damage. Dodge saved me from taking damage a couple times. Mostly I didn't take much damage. Never lost a character in 4 matches; its just so fast and heavy hitting. |
Just played this at a tournament, but had -1 Electroshock, -1 Tactical Master, -1 Dug in, -1 On the Hunt, +2 The Best Defense..., +2 Disarm. Went 4-0 facing eRey/eHan, eJango/eVeers, eVader/Raider and eBala/Phasma/Trooper. Probe was very disruptive, that was a great card to have when waiting for your opponent to make the first activation. The true strength of this deck is rolling and resolving dice before your opponent gets to respond. Your opponent may think they are safe from modified sides on the table, but when you can drop a tactical mastery into veers, or roll out Jango after their activation, you have the ability to turn that around very quickly. I felt like disarm was a great card to have. It put some leftover +3 jetpack sides to good use at the end of the round. The Best Defense... was less useful, although it did provide the buffer of health I needed to survive against eHan/eRey. In the past, I couldn't understand why people thought Veers should be the first target. However, after last night, I really see the value in taking him off the board, as it makes it much harder for Jango to stall until your opponent activates. Without his ability proc'ing, his dice are much more manageable for control decks. |
I'm still really undecided on whether to run Disarm and The Best Defense... (and, more importantly, which cards I could afford removing for them). Do you feel like having had an extra Dug in would've been better than The Best Defense...? (I'm asking since you mentioned using it as a health buffer) I think I'll find room for at least one Disarm since everyone is running around with guns and lightsabers nowadays (and trashing a Sith Holocron using a 1 from Jango always feels great :P ) |
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I have to agree with the Armed to the Teeth statement. It costs too much for the output. Maybe there is an instance where it would be critical, but I can see much more promise in other cards such as The Best Defense.... This one card alone has saved me from taking 11 damage directly. I was able to remove all of jangos non modified dice. I have used t on numerous occasions. 3 damage is much better than 4+. Also, I like Fight Dirty as opposed to Armed to the Teeth because you can potentially do 4+ damage with one card as a finisher. |
Armed to the Teeth is meant to provide reach. You only use it if playing it will kill a character (and it either ends the game right there or you are certain you can close shortly afterward because you took out their main threat). Ideally you would first roll Jango and resolve all his dice, and only then do you play Armed to the Teeth. I can understand people not liking it that much, it just happened to be fairly clutch in a couple of my games while testing. |
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Armed to the Teeth is clutch in providing enough reach. Against optimized decks, this deck is pretty close to optimal. It would be nice to have more guns as it feels like the 3 cost Blaster Rifle is too expensive a lot of the time. Just came in first (out of 16) at a local tournament against several mirrors and some control decks. |
Went 5-0 with this at a local event on Friday evening, thanks for the list! |
I too went 6-0 at an event this weekend. However, the deck is highly unreliable. It really is all about the dice and being absolutely sure you maximize each turn. There is no room for missing damage opportunities or ignoring their dice or what might be in their hand. I was almost milled twice, once by a mill deck, another just because of all my rerolls I needed and an 11th hour Launch Bay that rolled discard with 5 cards in hand. Luckily, my opponent wasn't paying attention to my empty draw pile... The deck is fast and you need to get a Jetpack out the first or second turn or its gonna be a long match which is not to your favor as most midrange decks will out play this deck later in the game. You have to remove a character early. |
Out of curiosity, did you notice any difference in the other mirror decks? I would suspect The Best Defense... and Disarm, but I'm interested in knowing what others have come up with, using the same characters. Glad to know the deck worked out well for you : ) |
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I feel like the consensus is to take out veers first, but someone on Jango veers had seen success killing jangos first in the mirror. How are your experiences? |
I am also going to try a variant of this with 2x FO Troopers. The extra health, along with Personal Escort, Endless Ranks, and Best Defense could mean Jango stays alive longer to get kitted out and do some big hits. |
Why are people targeting jango first always? As far as dice go veers has 5 dmg (suming all sides) jango has 4 and veers has 1 less hp too. Im guessing cause you jetpack jango right away? |
Veers has better dice, but Jango God Roll with even one or two upgrades is always annoying. |
If you're willing to send back every card, should you not get a "good" 1 or 2-cost upgrade in your starting hand, your chances of drawing into 1 are roughly 97.8%, which I feel is decent enough : ) |
I generally try to have 0 resources at the end of the turn. But one tip is to always keep an eye on their disrupts and what is on the other side of those dice. I want to grab the battlefield but sometimes I'll takeep a resource knowing they will disrupt it merely so they don't get to reroll it to something worse... |
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No All In is because it requires a lot of other symbols to be on your dice to be worth it (generally a combination of damage dice and ) but, with this deck, you're just trying to get and resolve as much as possible (so only 1 symbol, really). |
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Despite them being a subpar choice for this deck, I think I would keep at least 1 each of Infantry Grenades and On the Hunt. The former because it helps deal with triple character decks (which are already a harder match-up); the latter because it gives you more control and a way to deal with shield-stacking. |
I agree with |
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This by far of all the decks I have tests is the current top deck by my account. I played in a 25 man tournament and went 3-0 (even against two decks that were cheating!). The one issue I keep running into is three cards that I have never had to play in the 10-15 games I have played using this deck. Armed to the Teeth - Seems like a great idea, but it has only ever come up once at the right time and then I didn't actually need it. On the Hunt - Interesting abilities for when you face a shield deck, but I don't know if it will be as useful as it sounds. I was wondering about instead adding in 2 Commanding Presence in place on some combination of the above cards. I feel the setting 1-2 dice to a facing of your choice or using the special to resolve a red dice adding 2 to the value would be extremely helpful. |
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The biggest problem with Commanding Presence is that there aren't that many red dice to use it with but, more importantly, it costs more than 2 , meaning you can't get it out on turn 1. |
How does this deck compare to the bala-tik version, and can it beat the bala-tik version with ease? |
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I would say that the disarms actually help a lot in this match-up (even more than in the mirror), because they're hoping to upgrade whoever is going to get targeted first with deploy so that it gets passed down and they get more resolves and efficiency out of them, but it's easy for you to get rid of either since your 2 and +2 are plentiful. |
What would you change about the deck right now, in this bala-tik meta? |
I had to make a few small change due to not having all the cards. I have to say I love playing this deck. The control/damage is awesome and its fun to see the look of dismay on your opponents face. Thanks for this one! |
This deck is so OP, with a good roll with Jango your opponent doesn't have response. |
guys what do you think about scrumble in this deck |
Really solid build, I like this deck a lot. Now, you may not be on this site anymore but if you are, please reply to this comment. To begin, the new meta deck is now ePoe/eMaz. Have you ever used this deck against it? If so, was it a good matchup? Speaking of the speed, this deck is really fast... even against Poe/maz, I still manage to claim. For the choice of cards, have you made any changes with the SoR cards? I feel like Salvage Stand is a pretty good card to add, especially against Poe/maz, a deck often tight on resources. For the other SoR cards, I have a We Have Them Now which I feel is really good especially if you combine it with Tactical Mastery to deal a massive amount of damage. Next, I have a Sabotage to deal against these C-3PO and Planetary Uprising which are popular in these ePoe/eMaz decks. I also included a DT-29 Heavy Blaster Pistol instead of an IQA-11 Blaster Rifle since it cost 1 less and still has 3 free damage sides. Last new card, I have an Armor Plating to help keep your opponent's target alive longer. Now, I've faced some Poe/maz decks using Starship Graveyard - Jakku as their battlefield; in that case, even if I win the initial dice roll, I might go with their battlefield which also works really well with Armor Plating. Please, anyone, give me your thoughts about this SoR version of this deck and thanks to |
Have you tried this against a good eFinn/Poe deck, mine should be a great matchup. It is here, swdestinydb.com |
Awesome deck I use it a lot. It's pretty much undefeatable. I made some tweaks to it so it suits my style . But its awesome. |
Awesome deck. I added 2 planetary bombardments instead of 2 on the hunts |
people dont play dodge. they will start playing dodge.