Deck Tech: Rebel Jank / Vehicle Avalanche

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QissQiq 138

This is a mid-range/combo deck I've had lots of success with at various FLGSs and on TTS, with a current record of more than 20W-3L. Any/all suggestions welcome :)

Your win condition is simple: overwhelm opponents in the mid-to-late game with a cascade of quality vehicle dice. How do you do this? Strong characters that add consistency to your strategy, a consistent draw deck focused heavily on vehicles and ramp, and a battlefield that adds consistency to your heavy hitters.

CHARACTERS

The characters in this deck are the true "support" cards, in that they live only to help you switch your vehicle dice to their best sides. The other good thing about them is that they each contribute to your deck in different ways, such that no matter who your opponent goes after first, you will still have two solid support characters left over.

Aayla Secura - Jedi General - as a former Mazherati player, replacing one hot Twi'Lek with another was the most logical step to take. Aayla hits harder than Hera, comes with built-in soft mitigation/dice fixing, and opens up access to enough good blue cards to add consistency of function to your draw deck.

Maz Kanata - Pirate Queen - my baby. Her ability will save you in countless situations.

Rookie Pilot - poor Rookie Pilot is simultaneously the runt of the deck and the most versatile character in the deck. Although his die is annoyingly BAD, he does a lot of things to get you closer to your win condition. Most importantly he brings access to Red which is critical for your ramp. He also powers removal with Into the Garbage Chute, resource generation with Logistics/Respite, and card draw with Respite.

DRAW DECK

This deck's slots are split into three general categories: vehicles, ramp, and mitigation. The core of the deck are its 10 vehicles and 10 ramp cards. With this many of each type, you have a 79% chance of drawing at least one of both categories in your opening hand, before you even mulligan.

Vehicles

If you can get 4 of your vehicles onto the field, you have a solid shot against most decks in the meta. If 4 vehicle dice doesn't sound like much, consider that the vehicles, on average, have 1.2 base damage per die if you count the Y-Wing special as 4 damage (range 0.7-1.7). To put that in perspective, that's between a Grievous die without having to pay for his 3-for-1 (1.17 base damage per die) and an Aurra Sing die if you use her ability (1.3 base damage per die). That's basically a two-character list with free elite Grievous die. Vehicles also do not die like characters do (unless you decide to use #Vandalize, in which case I congratulate you on effectively ending your turn by removing all your character dice, unless you also decide to follow that with Retreat/Hyperspace Jump, in which case I hate you). Anyway, the vehicles:

  • T-47 Airspeeder x2 - two solid damage sides, solid special
  • Y-Wing x2 - the special is king
  • ETA-2 Interceptor x2 - three good damage sides
  • Black One x1 - I've loved this vehicle since Awakenings; especially now with special chaining, if you have one Aayla special showing, you can flip Black one to the special, resolve and re-reroll, then flip your other Aayla die to the special so you can repeat on your next action.
  • Millennium Falcon (LEG) x1 - built in Partnership/Attack run on a high-damage die.
  • U-Wing x2 - ranged damage with a special that can give you six shields/health in one resolution.

Money cards (all 2-ofs)

  • Rally Aid. I love this card. It is a slightly worse #It for ALL cards in the deck. The resource savings is bonkers. The randomness is easy to play around.
  • Tech Team. Solid discount for all your supports. With two of these on the field and a Rally Aid, you can play U-Wing for 1.
  • Logistics. The OG ramp card. Good in Awakenings, even better now. I've often slotted Truce into the deck instead of this card - less restrictive, doesn't depend on your dice rolls, gives you an extra resource and then lets you to immediately spend it.
  • Refit. An understated ramp card that for the cost of only a card, gives you a resource and an ambush action to get a vehicle on the field.
  • Respite. This card is one of your mulligan targets. It is worth far more in the early game. At the cost of a Rookie Pilot activation/die, you get a resource and draw a card.

Mitigation

This is where I feel like this deck struggles most. I opted for more mass-removal type cards because spot-removal in today's meta doesn't seem as good with all the special-chaining and high burst damage decks out there. Each of these is a 2-of:

  • Easy Pickings is an auto-include. When it was less well-known, the number of times this card blew out an opponent's turn was ridiculous. People have started to wise-up though, focusing dice carefully to make it a little harder to remove two dice. But when this card hits, it hits like Jabba's Sail Barge.
  • Into The Garbage Chute. Against damage decks this card is gold. It doesn't help much against special-based decks like Yoda/Honda or mill, but it gives you such a distinct survival advantage that it is totally worth the downside.
  • Force Misdirection. I've been back-and-forth between this card and Overconfidence. They both have the same issue in that they rely on blue dice/characters. The upside with Force Misdirection is much higher though, and usually if you start your turn out by activating Aayla, you'll have a good shot at being able to remove specials, melee, resources, or blanks.

Flex Slots

I've slotted in 2x Partnership to help avoid your opponent's mitigation and 2x Field Medic to keep your characters alive a little longer. I've considered running Friends in Low Places or Maz's Goggles to help get Vandalize or cheap mitigation out of opponent's hands.

BATTLEFIELD

Imperial Academy - Lothal made the cut over Docking Bay - Finalizer or Starship Graveyard - Jakku mainly because this deck makes more than enough money and you rarely have enough dead cards in your hand to spend lavishly on rerolls. With this battlefield, your chance of hitting a U-Wing special or 3-ranged goes from 66% to 89%, and your chance of hitting a Y-Wing special or 2-ranged goes from 50% to 75%.

MATCH-UPS

Against most damage-based decks in the meta (R2P2, 5-die villains, Talzin/X, Boba/Phasma, Obi2/X, etc.), there comes a point in the game when your opponent's first character dies and the balance of the dice shifts heavily in your favor thanks to the relative permanence of vehicle dice. As long as you are able to get/keep your vehicles on the field, stay alive with shields/healing/mitigation, you will win in most mid/late-game scenarios.

Kylo2/X

Currently this deck is 15 red, 6 blue, 6 grey, and 3 yellow cards. Even if Kylo2 is picking the highest probability color (red), he'll theoretically miss half the time. If you use #Truce instead of #Logistics, Kylo's ability becomes even less of a threat. Play your red cards before Kylo activates, focus down their most upgraded character, and the W will come.

Hondo/X

This deck has had little trouble with Hondo-based decks because it ends up making so much money that his special becomes irrelevant. The one thing to definitely NOT do is play Y-Wing and U-Wing; either of which provide a juicy target for your opponent's Cunning. Very bad, indeed. Win with your T-47s, Eta-2 Interceptors, and Falcon/Black One.

Mill

By far this deck's toughest match-up. Of this deck's 3 losses, 2 have been against mill (one Jabba/Tarkin deck, and one Yoda/Padme played by a member of the Hyperloops). You'll have to shift your play style against mill in the following ways:

  • Using your battlefield and characters more to get your vehicle die to sides you want. Discard-to-reroll becomes an absolute last resort.
  • If you're playing against a Mill deck that struggles with out-of-hand discard, mulligan hard for your T-47s. Make your hand your very own Swiss bank account safe from the top-decking abilities of your foes.

Other Vehicle decks/Mirror

Use your T-47 special and your Eta-2 action to shut their vehicles down. Consider including a #Vandalize.

7 komentarzy

Destry210 732

Logistic is spot a red. If your rookie pilot is targeted first and die, you get a dead card. This deck needs C-3P0. It can change a dice with blank into special. This make your Y-Wing having 4 specials. And the 2 other die's faces being 2 of any symbol you want. Vandalize is also a must in every yellow deck with Scruffy Looking Nerf-Herder to remove support or upgrade or discard them from your opponent hand. Hush-98 Comlink should be great in this deck to activate everything in one shot. I play a vehicle deck with Hired Gun/Hired Gun/Ezra Bridger - Force-sensitive Thief and Rookie Pilot. 32 lifes and yellow and red. Also, play 2 second chance which can be put on any of my 3 yellow characters. This gives me a minimum of 37 lifes plus shield that can block. C-3PO is the mvp of the deck with y-wing.

QissQiq 138

@maximus Good point about C-3PO, I'll slot him in. You're also spot-on about Logistics - it absolutely opens up a weak spot opponents can capitalize on, so lately I've run Appraise instead. Functionally it is the same card minus the spot red restriction and some freedom of use plus a tempo advantage and more protection against Kylo2 (by reducing the amount of red in the draw deck).

Believe it or not, survival hasn't been a serious problem. Between Field Medic and shields, in most games you end up surviving long enough to win. Second Chance is a resource drain, relies too much on Maz being alive, and ends up feeling like a win-more card. It makes total sense, though, in 4-wide hero vehicles, which has more targets to use it on and makes resources more consistently at the opportunity cost of dice-fixing with Maz and Aayla (which is why I don't just run the 4-wide deck). But then again my jank deck hasn't been extensively tested, so you might be right about including Second Chance, too.

Deck slots are tight though - going much lower than 10 on either ramp or vehicles dilutes the deck's consistency.

chazz 157

I've played a few games with a variant of your list. Included Fang Fighters from Rivals, C3P0 and mixed up a few of the events. Seems Great! Those partnership plays are amazing. Good counter to Hondo. May struggle against dedicated agro or a blue hero list that ramps quickly. But that's the state we're in.

Ion87 25

These vehicle decks always look fun but I've never piloted them. How do you go about getting enough resourced to pay for them all? Hope you get the right events? What would you remove for C-3PO?

QissQiq 138

@Ion87 I like to mulligan aggressively for ramp cards like Logistics, Tech Team, and Rally Aid and get them out early, ideally in the first 2 rounds. There are enough of them in your deck that if you want them in your opening hand, you will get them. The character die are also pretty decent at getting you money (Maz's ability/focus and Aayla's specials can turn your die into the resources you need).

I'd take make Partnership a one-of to make room for a copy of C-3PO.

niteofmisfortune 1

Whats up with the 31 character points? Doesn't that make the deck illegal? Or am I missing something?

QissQiq 138

@niteofmisfortune - deck is pre-balance of the force when Aayla Secura - Jedi General was 9/12