Yellow Fever

Simulador de robo
Probabilidades: 0% – 0% más
Derivado de
Ninguno. Éste es un mazo hecho de cero.
Inspiración para
Ninguno todavía.

Superego 14

This is the first deck I've come up with myself and I've only played it once but I really did sit down and think about the cards. More testing may reveal it to be awful but for now it's one I really like and am looking forward to playing more of. I will tidy up this article when I'm less tired. Hope you enjoy it!


I really love Fight Dirty and Armed to the Teeth and wanted to see about making the best use out of these two events as possible.

Characters

Starting with the cards typically seen in a Jango/Veers aggro deck, I immediately swapped Elite General Veers for Elite Bala-Tik, to give me two additional yellow dice for Fight Dirty. The other choice is of course Jabba the Hutt and while he has almost 50% more health than Bala-Tik, the lack of damage makes him weaker in the early game for the style of the deck which is to kill things as fast as possible.

Upgrades

So double Yellow characters means goodbye to the DH-17 Blaster Pistol and the F-11D Rifle. I also swapped Comlink for Datapad purely because it's cheaper. As well as prioritizing Yellow Upgrades, the resources are needed for three of the four dice control cards employed in the deck, one of them costing 3 Resources. Not only does Datapad bring extra Resources into the mix but the Special gives you some utility wherever it's needed. Also, Holdout Blaster may not be a Yellow upgrade for Fight Dirty but its Ambush and Redeploy effects make it too good not to include and not doing so just feels wrong to me. Ideally you'll draw this early before overwriting it with a Yellow upgrade by the time you pull Fight Dirty.

Now Thermal Detonatoris expensive. If you have the resources, by all means play it and get some use out of that bad boy! But I like rolling it for free with Ace in the Hole. It means that with both characters rocking three Yellow upgrades each, that's 10 yellow dice on the board when you play Ace in the Hole and add an 11th or even 12th die before playing Fight Dirtyand destroying or at least crippling whatever character you target. Pick your moment for this. And remember to actually look at what you've rolled before choosing which dice to remove. I'd leave the Thermal Detonator Special on the board to resolve seperately on the next round - if it gets controlled before you have a chance, you only lost out on 1 extra damage from Fight Dirty for a chance at 3 on all enemy characters instead which is worth that small risk.

Supports

Backup Muscle goes without saying. A single resource for 3 damage over 3 turns that isn't a die to be interrupted and bypasses shields is a must! It means that even against someone like Qui-Gon Jinn who can ablate damage, you can apply direct damage through those shields and then when you play Fight Dirty that ablation isn't enough to help him survive.

Infamous is a card I really like. It allows for some helpful combos when you really need them. Such as having lots of dice in play including a Thermal Detonator Special and then exhausting it to play Fight Dirty and throw all your dice bar that Special, and then as an Ambush resolving those 3 damage on all your opponent's characters before it can be controlled away. Or getting an upgrade out as an Ambush then rolling Bala-Tik before your opponent activates a character only for you to respond with Jango's free activation and then resolving with one more dice than you would have had.Infamous is a very cool Support card!

Events

Ace in the Hole and Fight Dirty I've already mentioned. In my opinion, playing Ace in the Hole with anything other than Thermal Detonator is a bit of a waste, since your other upgrades are cheaper to just get down on the board. Armed to the Teeth is also one of my favourite cards. It's great at finishing off a character. Here's a scenario - Darth Vader (AW)has full health and shields - that's 16 damage needed to take him out. You have 12 Yellow dice in play thanks to Yellow upgrades on Jango Fett and Bala-Tik, plus two extra for playing both your Thermal Detonator cards with your Ace in the Hole's. You exhaust Infamous to play Fight Dirty as an Ambush, throwing 12 damage at Darth Vader (AW). He has 4 health left - you then play Armed to the Teeth as your extra action to throw three of your upgrades at him for another 3 damage. You just took Darth Vader (AW) from 16 health to 1 in a single turn, and hopefully you have a ready Backup Muscle to finish him off next go. Hell, if you have two Ready copies of Infamous you can do both Fight Dirty and Armed to the Teeth as Ambush actions before exhausting a Backup Muscle to kill a fully-tanked Vader in a single turn! Now that's a perfect situation that requires more than a 5-card hand but it's still possible given you can activate Jango Fett for free and also get a second use out of Bala-Tik if you kill a character, getting those dice in play as quickly as possible before the control hits. other ways to make use of it would be if you iust had the 6 upgrades on your characters for 10 yellow dice, so you exhaust Infamous to play Fight Dirty for 10 damage, then if you have two copies of Armed to the Teeth in hand and another ready Unfamous, theow those upgrades for another 6 damage. Again, thats an ideal situation but even lower-end uses can make the difference.

The other 4 Event cards are dice control cards. Reversal is great against heavy-hitting dice like Darth Vader (AW), turning those 3 against the Dark Lord while also potentially neutralizing those pluses by taking away their essential counterpart. It's 3Resource cost is why I've kept my upgrades cheap. Next up is Unpredictable - costs nothing, lets you reroll a die and then do something else. Fantastic. A no-brainer in an all-Yellow deck. Electroshock is likewise an easy choice for me. Remove a die showing a maximum value of 2 for 1 Resource. So for one shiny gold coin you can remove a die instead of rerolling it. Darth Vader's horribly nasty die only has a single 3 face on it, so there's a good chance you'll get that off the board. Or even if it's on the 3, you can play Unpredictable to reroll it, then if it lands on anything else, Electroshock it away! Finally we have Disarm. This one I'm not entirely sold on, but it does have it's place and can be very useful. For a single Resource and the right die, you can take away things like Thermal Detonators or Kylo Ren's Lightsaber/Luke Skywalker's Lightsaber or even a standard Lightsaber. Better yet, use it to discard a standard Lightsaber right before you kill that character to prevent the redeploy - even make use of Infamous to discard and kill in one turn!

Battlefield

I've gone with Emperor's Throne Room as there's 4 faces across the upgrades in the deck that could be useful in a pinch. Other options would be Imperial Armory to help with getting upgrades in play, or even Starship Graveyard to help deal with discards. Any suggestions for alternatives would be welcome.

Possible Changes

If more Yellow upgrades come out with Spirit of the Rebellion - which is almost a certainty - I'll definitely consider replacing Datapad and even Holdout Blaster. Even now I have options such as Gaffi Stick or Flame Thrower but their Melee Damage makes them less useful with the other upgrades in the deck as well as with the character dice on the board. I did consider Black Market for even more Yellow Dice to add to Fight Dirty's payload but the 3 Resource cost is a bit steep just for that, plus it would mean swapping out something else and I don't think it's a good trade. I mentioned having Jabba the Hutt instead of Bala-Tik and that could be interesting but I'd have to do some playtesting to form a definitive opinion. As it stands, I just prefer Bala-Tik's early damage from his dice as well as his extra go after a kill.

Let me know what you think of the deck, along with any suggestions for tweaks.

5 comentarios

Hennessy 40

Do you know, that your scenario of having 12 yellow dice on the table requests a) tow fully equipped characters when one of them has only 8 HP - never happens. b) it is 5 card combo, when your hand size is 5 - never happens.

Try to play it, in my experience it is too expensive, low amount of base ranged damage, low amount of guns overall + low amount of health. It is not competitive deck at this moment.

Superego 14

You're right, the health is the issue. I've only played this deck once and won with it. I think Jango's ability will help to get weaker enemy characters off the board quicker, synergising with Bala-Tik's reactivation to get more longevity out of him.

But I wouldn't say the deck is expensive. Of the two three-cost cards, only one is intended to be paid for, the other rolled in with Ace in the Hole for free. Everything else costs 1 or 2 resources.

I plan to play this more to see how it fares against other decks, the one win was against Vader/Raider which can be devastating so maybe I was just lucky - albeit in a game that includes an immense amount of luck on account of being a dice game.

Without changing the core idea; what would you tweak? As I said, maybe swapping Bala-Tik for Jabba is a good idea for the increased health.

Hennessy 40

Jabba version (with Jango) is actually not bad, mainly because of the control you have over the game with Jabba dice (Jango usually goes first of the table if opponent is smart). However you will lack even more damage and you are dependant on your trick cards (granted the yellow villain has best card tricks in game).

Cards you have in deck are quite optimal, I would play Crime Lords in Jabba version and maybe some resource generating cards. However the issue is, that the card pool is currently too small.

I beleive, that if they release some yellow guns in SoR, mono yellow villan will rock.

Jorgyn Ryys 190

Not running 2 "He Doesn't Like You" is a huge mistake, with the light amount of guns in this deck you need mitigation of some kind. Electroshock only targets dice with a value of 2 or LESS. You need to be able to remove 3's and 4's as well. I tried a very close version of this deck and there is no way to run this build effectively with out the addition of red, hence Veers. This is strictly due to the fact that yellow has no other ranged weapons. I would also strongly suggest the addition of "Hunker Down" as well.

This deck needs to be explosive and right now yellow villain lacks that in spades in comparison to red, or blue.

Jorgyn Ryys 190

Additional:

What yellow villain lacks in spades is ranged weapons.(For clarification's sake)

It has the best control in the game on both sides of the coin, no reason not to use as much as you can and still maintain efficacy of the deck.