Simulador de robo |
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Probabilidades:
0% –
0%
más
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Derivado de |
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Ninguno. Éste es un mazo hecho de cero. |
Inspiración para | ||||
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F'n-Jango w/Fast Hands (needs more cowbell) | 0 | 0 | 4 | 1.0 |
Jango n' Veers | 0 | 0 | 3 | 1.0 |
eJango/ePhasma w/ guide - the new jango/veers | 41 | 36 | 13 | 1.0 |
the BEAST 1128
This is my updated version of the SoR Jango/Veers deck. I've been working on it with Foz and this is what I've came up with.
COMPARISON
My deck:
-1 Electroshock -1 Jetpack -1 On The Hunt
His deck:
+2 One-Quarter Portion +1 Swiftness
HOW TO USE THE DECK
In your opening hand, you generally want one or two good upgrades, preferably one that costs 1, as well as some 0 events.
-Wait until your opponent activates a character so you can benefit from Jango's ability
-If your opponent doesn't activate a character: activate Veers, play a 0 cost event, play Salvage Stand
-You generally want to use your first action each round to stack an upgrade on Jango
CHOICE OF CARDS
Of course, the deck has many upgrades. I mainly selected guns to pump damage but I'll explain them all:
F-11D Rifle - one of the best weapon in the game. Why? Because of it's 4 damage sides.
Holdout Blaster - every range deck must contain this upgrade. Redeploy and Ambush...who doesn't like it?
DT-29 Heavy Blaster Pistol - this card is here because all of it's damage sides are free. Also this removal can prevent you a good 3-4 damage, so it's worth having.
Jetpack - It's down to one because of only having 2 damage sides. It's special is still useful against hard hitting melee decks, but is worth nothing in other games.
DH-17 Blaster Pistol - It's still your best 1 cost upgrade with 3 damage sides.
On The Hunt - The special on this card is just amazing against decks like Poe/Maz with Dug in and Qui-Gon Jinn - Ataru Master/Rey - Force Prodigy decks. It's also really good if you can afford to pay one and remove a die.
I'm also trying the deck with 1 Imperial Discipline which can turn one of General Veers - Field Commander dice to a 2 no matter what it rolls.
Support:
Salvage Stand works beautifully in this deck as Jango has 2 resources sides and Veers has one. It's very useful to remove resources when you roll out Jango as it may prevent them from playing a removal.
Now, most of the events are self-explanatory but I'll go through some of them:
Obviously, there is plenty of removals such as Electroshock, He Doesn't Like You, The Best Defense..., and Doubt.
Bait and Switch - this card is useful as you can get 2 off a resource and resolve it immediately.
Friends in Low Places is used to find events such as removals, It's a Trap!, Hit and Run, and other things like that. It's more useful than Probe as you can see the entire hand.
We Have Them Now is a super powerful card as the only counters are Dodge and Scramble which aren't in the meta right now. If you don't want your opponent to remove any dice, combine it with Tactical Mastery.
Battlefield - Carbon-freezing Chamber - Bespin comes in handy against decks that rely on a couple of dice for example: Poe, Luke, Palpatine, and many more. This deck is pretty fast and will still manage to claim against Poe/Maz.
CONCLUSION
I have done some testing with this deck and it was really successful. Here are my ratios against two popular decks:
-I won more than 60% of the games against Poe/Maz (I've played over 15)
-The deck is 2-0 against Qui-Gon/Rey
The deck is also good because you don't need any legendary, and the most expensive card costs 2.
Please leave a like if you enjoy and feel free to leave feedback in the comments.
7 comentarios |
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one more (slightly off topic). If I equip (with ambush) FN and fail to resolve (let's assume it is blank). That die is the only die in my pool and FN was not activated. If I now play He Doesn't Like You to remove that die from my pool... can I use that die with FN when he rolls out? (I am told that resolved dice do get to be used again, but what about a die that gets used via a card in my hand or an opponent's hand?) Thanks for that great feedback - I see now how veers makes a better choice in the above deck. I get it. |
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@theBEAST I'm extremely new to this game (a week), but very experienced in other ccg/lcg formats. I was wondering the reason for eVeers since his ability works with supports. Unless I'm misunderstanding the rule and his ability works for the weapons as well.