This town ain't big enough for the two of us (pre-Legacy)

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Aghatoor 13

Hello everybody! This is a kind of decklist that I'd like to test in the near future, but unfortunatly I miss some cards. For this reason, I would appreciate any suggestion you have to make this deck competitive!

The idea around this decklist is easy: be as fast as possible, claiming all the time thanks to Jango Fett - Lethal Mercenary and Cad Bane - Vicious Mercenary abilities, sniping down the enemies even before they could react. In order to do that, many cards of the list has got the ambush keyword, and no cards cost more than 2 resource: 6 out 12 upgrades has got ambush, 2x Fast Hands, 2x Bait and Switch and 2x Infamous and 1x Swiftness are included.

The biggest problem could be the resource generation, so 1x Outmaneuver could help us fixing this lack.

Of course we will also need some mitigation, most of all cause of Jango Fett - Lethal Mercenary low health points: 2x Doubt, 2x He Doesn't Like You, 2x Electroshock and 1x Sound The Alarm are included for this reason, while 2x Friends in Low Places could negate opponent mitigation.

I also decided to include a tech card, Friends in High Places, that could be a great accelerator for the deck, granting us a free upgrade, but care against mill decks!

Final comments:

I decided to put 2 dice on Jango Fett - Lethal Mercenary and just one on Cad Bane - Vicious Mercenary: also the opposite choice could be good, I think. I've got also version post-Legacy, that's quite the same of this one but plays 2x Hidden Blaster on 2x Jetpackand Lure on Sound The Alarm: Lure is a great card with Jango Fett - Lethal Mercenary! We can force an opponent character to activate, activate Jango Fett - Lethal Mercenary and still have the action thanks to the ambush keyword, just so good!

Example of first turn combo: play an upgrade with ambush on Cad Bane - Vicious Mercenary, activate his ability to attach him Fast Hands and activate him, resolve one of his dice!

1 komentarz

mightypants 1

I would go 2 Cad 1 Jango, drop Backup Muscle if you really want to go fast (perhaps replace with another Outmaneuver or other resource generation), and drop Friends in High.

The problem with Friends in High is that the dice from one of the characters alone are not all that likely to reach 7, even when moderately well equipped. Both of these characters have the ability to roll in and resolve immediately, and giving that up in order to try to hit a total of 7 would be a bad idea, IMO.