|Simulador de robo|
Probabilidades: 0% – 0% más
|Ninguno. Éste es un mazo hecho de cero.|
|MGB eSabine + eEzra||0||0||0||1.0|
|The Rudest Sabine (& Ezra)||0||0||0||1.0|
I didn’t want to break things.
Here’s what you need to pull it off:
The combo works like this:
---1)Start the round, going first.
---2)Use Infamous to play any card from hand with ambush.
---a.Tap Running Interference to prevent our opponent from playing a card.
---a.Tap Running Interference to prevent our opponent from activating.
---4)Trigger Thermal Paint to deal a damage, and then discard it to deal an extra damage.
See it yet? With our first action, we trigger Running Interference twice, and our opponent can’t play a card from hand or activate a character or support. On most boards, this means they have to pass, at which point we pass and the loop starts over. Binning Thermal Paint nets us do two damage a turn, and lets us play it again from the discard pile repeatedly until we kill our opponent.
Now, the combo isn’t airtight. Our opponent can claim the battlefield, which would give them priority on the next round and the ability to play out a turn unless they do something crazy (like not activating for their first action). This isn’t advised, as we get a full free turn and next round we can just play as normal, making sure to claim before them, which puts us back at step 1.
Also, our opponent can activate a card action if he/she has one available. So, a Hunker Down or Ancient Lightsaber on the field breaks the combo, as it gives our opponent three potential actions they can take. As of right now, by my count there’s around 10 ‘playable’ action cards that can give you trouble, things like Luke's Protection, Backup Muscle, and the aforementioned upgrades. Expand our search beyond what we currently consider ‘playable’ to things like Hidden In Shadow and Honor Guard, and that number doubles. In addition, Jango Fett - Lethal Mercenary and Nightsister shut us down hard, making these characters kill on sight.
Finally, Rend is a card, and the combo only works once we get both Running Interference on the table. It can be interacted with, unlike the Awakenings Hyperspace Jump combo special, or chaining Second Chance triggers with Ammo Belt. By all accounts, it seems like the odds are stacked against us, and our “fun” combo will never make it out of Magical Christmasland, right?
Unlike other combos pieces in Destiny that are useless by themselves (looking at you, Ammo Belt), our deck is full of powerful cards and interactions. Running Interference is quickly becoming the best Hero card you can play, and possibly the best card to play in Destiny, period. The combo is the core of our deck, but each combo piece can stand alone and work to further our gameplan whether we pull off the combo or not. Sabine doesn’t have to grab a Thermal Paint from the graveyard. Instead, she can choose one of six ambush upgrades, netting an action to let us immediately resolve dice after we activate. Even one Running Interference can give us powerful plays, like Never Tell Me The Odds to focus all of our dice to damage while also preventing our opponent from playing cards from hand.
If things don’t go well, or we get a hand without Running Interference, at the end of the day we’re still a fast, powerful aggro deck. Check out this play:
By my count, that’s four resources worth of upgrades on the first turn, two guaranteed damage from Paint, and we’re set up to do two more every turn for just one resource.
Oh, and everything in this deck scales. Tack a Running Interference or Infamous onto any play and see what happens. Truce can set up some really powerful sequences. Replace the Thermal Paint with a Holdout Blaster, and add a Truce in to the mix, and we’re rolling in with X-8 Night Sniper and Holdout Blaster on our Sabine, on the second action of the first round of the game, with an action to spare! For clarity:
Resolve damage dice with our extra action.
Add in Running Interference or Infamous to that mix and things get crazy. In the previous situation, a Running Interference on any of the three cards we played from hand means our opponent cant interact with our dice. An Infamous on the field for our Smuggling means that sequence only takes one turn.
Sometimes we go wide and load Sabine up with weapons, or we replace upgrades she already has to get the bonus action, and use that action to Never Tell Me The Odds to focus her character dice and a lowly DL-44 die to 9 ranged damage. Again, with an Interference out, we can use it on the Odds to prevent our opponent from messing with our dice.
Since our core is so powerful, the majority of our deck is devoted to staying alive and supporting our combo. We’ve got Don't Get Cocky to burn through our deck to find that second Interference or anything else we’re missing, Scavenge to set up Sabine’s ability and dig even further, Smuggling and Truce to ramp out our cards, and Hyperspace Jump to buy time and cheat our opponent out of their turn. Oh, and actual Cheat, but more on that soon.
It’s almost fitting that we abuse Hyperspace Jump, the original ‘broken Hero card’. Most turns involve playing our ambush cards, gaining some value, activating Sabine and resolving some damage, and then playing Jump before our opponent can do anything. Decks like Thrawnkar, Blue Hero, Hera Vehicles, and the FN elephant in the room take tons of actions, and we can rob them of all that value.
Most cards in our hand either get played out or discarded at end of round, as we can always Cheat them back and our primary goal is quickly finding that second Interference. Maz's Castle - Takodana helps dig us even deeper, and lets us dodge those times when the card we need is on the bottom of our deck. For turns where we can’t afford to Jump, Trickery often removes around 3 dice for 1 resource, and the drawback doesn’t bother us, as we prefer most of our cards in our discard pile anyways so we can draw a fresh five.
Ok, so what about Rend? Without going into a rock-paper-scissors theory discussion on whether people will actually make room for it in decks (decklists are tight, if you haven’t noticed), I’ll just discuss how we fare against it assuming they are actually playing it. Luckily, Cheat and Scavengeensure that even if they Rend our Running Interference, we have four ways to get it right back in hand. So, smile and nod as your opponent exclaims “if only I had just drawn my Rend earlier”. As Funkar decks eventually learned that Imperial Inspection wasn’t a solution against FN decks, people will eventually learn that Rend isn’t enough to stop dedicated Interference strategies.
There are plenty of ways to build this deck, and you don’t have to go heavy on the combo as I have here. Tybrid is going the Hidden Agenda/Reversal/Jump/Double-Cross/Odds route, which I like, and a local guy, Nathan Miracle, is playing eNew Poe/1 die Sabine and a less consistent version of the Thermal Paint combo. Both of these versions are strong, but I’m of the opinion that the damage loop is the strongest thing I can be doing with Running Interference, so that’s where I’m at.
I’m still tweaking the numbers, and have been trying out a ton of cards, including the above “Agenda package” and things like Bolt Hole, Draw Attention, Long Con and more. This early in the format it’s hard to tell what to build against, but currently I’m seeing a lot of Thrawn/Unkar, other Interference decks and Seventh Sister - Agile Inquisitor strategies. I will eventually need to trim and add more mitigation once players get less greedy with their deckbuilding, but even still, we’re playing four and a Second Chance, which is a lot considering everything we have to fit in. Add in the fact that we are drawing so many cards and can Cheat things back means we have more than enough mitigation to survive.
There are tons more tricky plays and interactions than the ones I mentioned above, but I don’t want to spoil all the surprises for you. This deck is a blast to play, and learning all of the cool things you can do with Infamous and Running Interference is incredibly fun and rewarding.
...All that being said, while this deck is fun to play, I truly think what I’ve made is unfair and a negative experience for my opponent, so keep that in mind if you pick this up. Playing this on TTS feels dirty, and while tools exist to fight this strategy, I’m of the opinion that they aren’t enough. We can fight through Rend easily, and the combo isn’t integral for us to win. I believe 100% that Running Interference is too easily exploited and needs to be nerfed to unique, or errata’d to where you can’t stack two triggers.
So, why am I writing a guide for the deck? First, I'm of the opinion that we need to test against something first to see if it really is broken, and there's no way to do that until its out in the open. At the risk of people getting angry at me, I remember the early days of Hyperspace Jump and Second Chance, and how annoying it was to lose to the ‘rogue’ unfair deck. Jump was never popular enough to warrant deckbuilding against it, which made it all the worse when you lost to the random player running it. Second Chance was allowed to live for weeks, and lets not get started on FN. It’s my hope that FFG sees the capabilities with Running Interference and makes a change quickly, and the only way for that to happen is if we get the monster under the light and show what it can do. And yes, I’ll admit, it is pretty fun to do unfair things.
Thanks for reading,
ArchitectGaming on Discord (and Etsy!)
Trevorholmes91 on TTS