Jango Tango Tier 1 (w/ guide)

Simulador de robo
Probabilidades: 0% – 0% más
Derivado de
FN Fett! Revision 3 14 7 1 4.0
Inspiración para
Ninguno todavía.

ntsekov 95

This one of the most underestimated decks you can find in SWDestinyDB!

The deck abuses FN-2199 - Loyal Trooper ability to roll and resolve weapons w/o activating, and several amazing card interactions that it allows. When you play a weapon on 2199, you can roll its die and resolve it. If he is not activated, you can then activate him and (especially if he has Fast Hands), you can resolve it again. With your next action you can replace the resolved upgrade with another, often for free, and resolve its die again. With weapons with ambush you can use the 2199 trigger, then activate and resolve something with resource cost (like damage from Rocket Launcher.

Jango has pretty good dice for his cost and you can equip him with Fast Hands too. His ability means that you'd rarely activate him w/o waiting an opponent to activate one of his characters first. This way you are one step ahead in resolving most of the time so you could claim early.

Battlefield: Imperial Armory - Death Star is great in the deck, but it's not critical due to the number of step-up upgrades. It may help you opponent, which is the reason I don't play Salvage Stand - it would force my opponent to claim early in order to play an upgrade, and I will loose tempo both from not claiming and from playing a card. The deck should be able to kill midrange before they build enough upgrades, and vs. control you just have to roll too many dice for them to remove. Mill is a problem as your way to play helps their strategy, so try to be more conservative with playing upgrades. Vs. eVader - you have to kill Vader asap, Jango has no problems killing the Raider, so it's an arms race. Personal Escort is there to help vs. damage decks or any deck that has damage sides, even if you don't fear them, and can be used to step up to cost 3 upgrade for 2 resources, or just 1 if you claim. Jango is great as a Guardian as any sane opponent would try to kill FN-2199 first, and Jango takes out the dice with Guardian whenever he activates in response.

Support: Initially I've considered Outmaneuver but it eats a slot and slows me down (and I often have resource coming from Fast hands resolution).

Another card I tried and will probably try again was Infamous - it's awesome if you can pull out Fast Hands with Ambush, activate and resolve, but in this version of the deck I lowered the number of events and I only have a few cards for Ambush targets, Somhow worth the slot.

EDIT 30.05.2017 - changed to 2x Salvage Stand instead of Improvisation, although I have second thoughts.

I have a single Improvisation - it has Ambush, so it doesn't slow the deck, and with DH-17 Blaster Pistol, Z6 Riot Control Baton and Rocket Launcher having two blanks - you can always use the action to re-roll. More importantly it allows you to remove the die rolled via FN ability so you can roll it again when he activates. It's useful vs. mill decks, otherwise consider adding a second Imperial War Machine.

Removal: I don't care much about removing dice.

  • vs. control I have nothing that bad to fear to be worth breaking my hand with resource-heavy removal. By the time they can do anything most of the stuff I need from my hand is played. And there is (The Best Defense... that removes couple of dice for 3 or even 1 damage (if I have Armor Plating out).
  • vs. damage decks it's either me or the opponent, Armor Plating and Personal Escort should buy you enough time to deal with the main damage dealer, and any action removing a die is tempo loss.
  • vs. midrange I still have few shields here and there, and Armor Plating. Better to kill a character fast instead of dealing with its dice.
  • vs. mill - just play more conservatively and don't hope you will have your hand at the end of a turn. By turn 4 you should have finished even through a couple of Second Chances... And learn to hate Temmin "Snap" Wexley - Recon Specialist, he would force you to wait before you can claim or just claim before you.

Upgrades:

Edit: Changed 2x DH-17 Blaster Pistol for couple of Jetpack. It's that good.

EDIT 01.05.2017 - having second thoughts about Jetpack - the card is great, but losing the option to roll through FN is a bit too much. May be I'll try to some weapon like F-11D Rifle just because I can resolve it at once.

Pretty standard loadout, with the exception of Personal EscortEscort (already explained why I like it) and Comlink - the latter is there to be used as step up for upgrades or because it allows a free reroll (of opponents dice too if needed that badly!), and it has focus sides. It's the one card I'd change for DT-29 Heavy Blaster Pistol, Ascension Gun (not a weapon, straight damage and useful special)) or Jetpack (also not a weapon, but great dice), if I'm making changes.

What to fear: Imperial Inspection is a bane of the deck if your opponent starts with it, so you have to jump to cost 3 upgrades as fast as you can and use another slot. They would not bounce them if there is another 2 cost slot, as it's free rolls for you, but they would remove Fast Hands, which is bad enough.

Also worth noting: I haven't played vs. Poe/Maz, but considering its speed, the deck would need some changes to be viable, right now it's down to hand and rolls, as you can one-turn smack Maz even Turn 1 with good rolls and proper upgrades, or you may not. IQA-11 Blaster Rifle is worth considering, as well as Flame Thrower (which was in the deck anyway). A change in the battlefield to Carbon-freezing Chamber - Bespin is another strategy I haven't considered. Switching to more and Imperial Inspection would make the deck slower and more midrange type.

Thanks: To Milo Milov who pointed me to this deck.

15 comentarios

vir0 13

I have to ask this question of all decks now. But does it beat Poe/Maz consistently?

TheHyperloops 3691

@vir0as someone who played this combo in the tts playoffs I can tell you that at best its 50 50. I lost to it in two close games. Realistically it's not favored I don't think.

vir0 13

@Njcuencawhat is favored? :'(

ntsekov 95

@vir0, I haven't played vs. Poe/Maz, it's one of the fastest decks with lots of consistency and control so it would come down to draw, and roll, as you can one-round Maz pretty often, providing you don't roll all the useless stuff you can.

I don't have Poe/Maz in my meta, otherwise I'd consider adding Close Quarters Assault, possibly Suppression and switching some of the non-critical upgrades to include more disrupt (IQA-11 Blaster Rifle, Gaffi Stick, Flame Thrower, for example) and Imperial Inspection - removing resources and Fast Hands goes a long way to dealing with Poe.

May be more shields as Poe doesn't have a way around them, while Vader usually ignores them because of the Vibroknife the same in this deck does. haven't thought of that way, as shields are huge tempo loss and moving to midrange I'd have to completely change the number of upgrades, support and events.

TheHyperloops 3691

@vir0 There's a baze/snap trap deck that seems to be favored. swdestinydb.com

ntsekov 95

BTW, asking that, you can pretty much ignore 99% of the decks here :D

vir0 13

@ntsekov totally agree, but we need to sort that out!

ntsekov 95

@Njcuenca How so? Both Poe and this deck can one-round Wexley and I don't see Baze surviving multiple weapons a turn.

justLUKE 2

@ntsekov i am not a native english speaker so maybe i got it wrong. But please explain to me, how you can resolve a die with FN-2199 and then resove the die again after you have activated him. From my understanding that does not work. You can only resolve a die once.

ntsekov 95

@justLUKE -if you play the card before activating FN-2199 - Loyal Trooper, his ability triggers, so you can immediately resolve the die (even if you use the claim on the battlefield!). If it is blank or something you can't resolve, you can do it later. As long as the die returns to the card before you activate FN-2199, you can roll it again when you activate him :)

So:

  • Play a card, FN-2199 ability resolves it
  • Activate FN-2199, use the die again :)

dpuck1998 46

But you can't resolve a blank die, so if you roll a blank you are stuck. Unless you have a way to remove a blank before you activate FN-2199 - Loyal Trooper

ntsekov 95

I used Improvisation because of that, but at some point I needed the slot.

MajordomoTom 38

correct, if you drop a weapon on FN and roll a blank, you're stuck.

Unless it's the Riot Control Baton, which you can re-roll.

Masume 1306

Seeing a lot of folks taking inspiration from my deck lately, glad it's getting some notice. Always went top 3 with it, pilot it well and she will always perform. I had always debated on removing backup muscle as well, but that extra damage is sweet.

swdestinydb.com

Masume 1306

Also FYI, Milo did not make the deck concept. :P