Exploding Launchbay (new idea, with explanation)

Simulador de robo
Probabilidades: 0% – 0% más
Derivado de
Exploding launchbay 0 0 0 2.0
Inspiración para
Exploding launchbay (updated) 1 1 0 4.0

Davclarke 60

This deck is a little crazy, but I suggest giving it a try, as it has a surprise element, and a fun combo.

It struggles against mill decks and wins about 50% of time in general against random decks.

It's not tier 1 in my opinion, but it still does have the potential to win the game on turn 1 (although you have to be pretty lucky with drawing).

How to play: Mulligan hard for award ceremony, don't get cocky jedi council. (keep launch bay if you get it too).

roll out commando, maz, rey. (you can use commando's special to remove die to slow the damage (ie palp, poe)).if possible try to get resources with focuses / dice.

after opponent claims turn 1, then play your award ceremony, don't get cocky, obi's journal, Jedi council, etc

ideally save enough resources or get premonitions to get out launch bay end of turn 1 early turn 2.

Threepio, Maz, Rey (holdouts / vibro knife): these cards are used to fix launch bay as desired, and resolve quick when needed.

Best case scenario after a couple turns you have claimed once or twice for even more cards (probably claimed silly early) and didn't play much so that with the card drawing and have a hand with half you deck in it.

now with action cheating, or ideally after opponent claims, roll out launch bay, deploy and use threepio to take X resources, strategic plan launch bay back, roll it out for damage (reroll if necessary, as maz probably dead if you didn't have resources for second chance). use salvo on launch bay. strategic plan again, repeat. typically this is 7-9 damage on the first one, and 5-7 damage on the second, so conservatively 12 damage to all characters.

The key is drawing up early to avoid mill off deck, usually the occasional discard will hit your hand but doesn't hurt too much. especially if launch-bay is safe under premonitions.

bowcaster and uwing are there to add damage to holdouts and vibros if mill or bad draws mean fighting it out instead. (these can be swapped for anything, maybe long cons just to help with resources)

It doesn't always work, but when it does, its fun :)

also watch out for reversal force throw and deflect (always use rey or wait till after claim.) ;)

enjoy

5 comentarios

realcontroll 1

I like the idea, but there is one absolutely blaring reason as to why you can't actually use this deck: C-3PO and Jedi Council are both unique cards and you have two copies of each. I've had fun running this and using 2 "Our Only Hope" to get cards out for free since this is a high resource requirement deck. Not tier 1 like you said, but it's satisfying to say "take 11 ranged" in tournaments.

Davclarke 60

Glad you like it, I made an updated version ad well. Threepio and council are discards if get one out, or just hand fodder to keep hand size big. :) Our only hope is so much fun (not too consistent except with council, but fun)

realcontroll 1

True. My favorite part about this deck is that even dead cards are useful, and dice removal strats are always spent on Launch Bay leaving character free to do whatever. Even if it doesn't win, this deck never left me thinking "I couldn't do anything."

Thrawn 1

I just made a similar concept "Castles and Caves." I like the idea of adding C3PO and Salvo. With the draw potential from Maz's castle /Don't get cocky you will be swinging hard at everyone turn two; especially with Strategic Planning and Cheat. I focused on survival though as well as adding Acolyte to get those extra faces. Commando is being traded out in a bit for Temmin "Snap" Wexley - Recon Specialist to control their resources/claim the battlefield.

Davclarke 60

@Thrawn Checked out castles and caves and love it. The synergies with Quadjumper and Temmin "Snap" Wexley - Recon Specialist, are awesome Ill beed to include those in my newer version.

One thing I've realised is that launchbay decks play diffrently than the current meta. What I mean by that is, most decks rely on playing as much of their hand as possible each turn (low cost damage combos and lowcost mitigation). They play fast and claim fast. Luanchbay decks need to keep cards in hand past max handsize to be devestating, which means playing the minimum number of cards for max effect. Sometimes it means claiming early, othertimes it means relying on safety of post claim surprise combos. This means avoiding "tempting low cost mitigation" that may delay the opponents win condition, but actually can slow down your own win condition almost as much. Which makes me lean more towards all offensive options like: hand increasing and damage combos, and forsaking any resources or hand decreasing plays that protect characters.

With that philosophy in mind, cards like diplomatic immunity, bowcaster, falcon, etc I just end up holding in hand anyway. Then, because of unkar Im thinking of going with lowercost cards like unpredictable, rebel, cheat if they are waiting in hand so long.

Lots more to consider before find the perfect mix I like I think.

Great deck you've made though, only suggestion I'd make is add 2nd premonitions, it only works with 2. (Well, except if you play it to steal and opponents premonition card, but I think the intent is to get launchbay out free and need 2 for that)

Thanks for comment, keep having fun and trying creative decks :)