A Sith's Traitor - "Solo Dooku" with Guide / Write-Up.

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2nd 14 Player SC - Jabba eDooku 10 6 4 1.0
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Palabrewtis 518

Hello Folks,

After my last take on Count Dooku - Darth Tyranus with Jabba the Hutt - Renowned Gangster I decided to see what other combinations could be done with this beast of a character. Dooku is a real powerhouse against opposing melee decks with his ability to not only manipulate his own dice to damage, but your opponent's dice as well. So I set out to see if Dooku can carry the show mostly all on his own. In comes Rebel Traitor and Calling in Favors.

Right from the start you look at this and just say "WTF 5 weapons??!?" Yeah I know, I know. But the fact is you have lightsaber pulls, and rise against to eventually get weapons equipped one way or another. You're going to be doing plenty of damage with Dooku's base dice until that point arises. With that said, you should definately hard mulligain for 1 weapon or Lightsaber Pull and Delve, or Torment. Your best removal to start with is Under Attack against damage and Overconfidence vs Mill.

You will typically roll in your Rebel Traitor first and force them to activate one of their characters. Early game this is especially powerful, because it enables you to immediately Snare their other character for 2, or leaves their dice open to removal, or makes the Traitor's side problematic for your opponent. If you have Delve and a 3+ resource weapon you can pay 2 for Delve, then do 1 to the Traitor, and equip it to Dooku for free. This is especially powerful if you manage to open with Darksaber.

The general idea is to eventually kill off your own Rebel Traitor through removal like Under Attack or using The Price of Failure for a second Dooku activation. Ideally with one or more weapons equipped to Dooku at that point. Because once you've equipped a big weapon you're easily capable of killing a character each round, so PoF is obviously very strong with weapons equipped. However, if you have a reasonable line of play that requires you to off your Rebel Traitor then just do it. Don't be scared to kill him and simply get another roll in with base dice, to enable a 3 cost Rise Again if it saves you.

The moment you kill off your Rebel Traitor is where things really get interesting. You now get a 2 reduction in 3 cost or more events. Plus you have a monster of a character left. You would think it's all a rush to smash at this point because you're down to one guy, but you have some of the best tools in the game at your disposal. You've become a literal control monster, able to not only roll out devistating sweeps of damage, but mitigate entire rounds of dice with cards like In The Crosshairs, Control or Snare. Then they finally get some damage through and you're paying 3 for Rise Again and equipping more weapons or force illusions. All while you're still chipping away big chunks against their characters.

I've found a lot of success with this deck in my current meta, and highly recommend you give it a try. Other cards that are solid, and come in and out during testing included below. I welcome you to try em out, but think you'll come to similar conclusions.

-Money- Well-Connected - Spot yellow on a Character destined to die feels bad. I chose to instead go with Torment because it's obviously great, Delve is also odd and saves the same amount or more in resources as Well Connected and isn't spot yellow. Rise Again is essentially a 3 equip a weapon like Darksaber saving 1. I also really love my chosen 0 cost cards like Bait and Switch. You just can't afford too many even cards with Witch Magick being so important. So Well Connected didn't make the cut.

-Heal?- Dark Ritual - You don't care about the Traitor dying, and if Dooku dies you've probably lost. You're not likely to recover from 5HP and no equipped weapons. The only cool thing this really enables is a double The Price of Failure play where you kill the Rebel Traitor with PoF, rolling in Dooku a second time. Pay for Dark Ritual, Resurecting the Traitor, then killing him again with a second PoF to roll Dooku a third time. Highly hillarious, highly situational and unlikely to pay off. But you should do it at least once for fun. ;)

-Removals- Decisive Blow - Requires your dice in pool showing damage. Not unlikely, but In The Crosshairs was typically a more effective play in far more instances during testing. I might put one more of these back in over a 1 cost removal.

It Will All Be Mine - Again, too situational. It's great though if it happens. But if it's a mill character resolving their blanks a lot of times is kind of a crapshoot for your objective. Then you have Mr. Popular Yoda who doesn't even have blanks. If you had tools to make their dice blanks more frequently this would be good.

Reversal - This is another solid card. You'll notice I did not want to have too much removal that was using the plot. Because in testing I found he best thing to use the plot for is Rise Again or a devistating Control play when your opponent has rolled out or claimed. Even Snare is just an objectively better removal of dice since they never get to roll! Especially since so many popular removal cards require them to have dice in the pool.

-Weapons- It's crazy I know, I started with 13, dropped to 11, dropped to 9. Then in changing out various cards, such as adding in a second rise again along with other removals I started having major issues in my opening hands. I was regularly seeing opening hands like 2x Rise again, two weapons and Control or some such. I needed to rebalance the deck to help my opening hand consistency. You can't start a game with a hand full of 3+ cost cards you likely wont be able to use. You really don't want to be tossing your Rise Agains and such either. So I decided to cut duplicates of weapons, because in my meta I was seeing a lot of Flames of the Past. I ended up getting down to 6 weapons and 2 Lightsaber Pull. At which point Heirloom Lightsaber's die was pissing me off and told it to feck off in spite. And that's when I found consistant success in my opening hands. :)

In the end the truth is you can go a whole first round without equipping a weapon and not even lose a beat, still doing 4+ damage, and have the tools like Snare, Rebel Traitor ability, or removal to slow play them. If I add anything back to this deck it would likely end up being a weapon or two. Like my douchey Heirloom Lightsaber and maybe a Vibroknucklers or perhaps a BD-1 Cutter Vibro-AX if shields are abundant.

Anyhoo, have fun and leave your questions below. As always I love to hear other's insight and what card additions are helping them in their meta.

13 komentarzy

coleformayor 65

How does this deck do against Lobot?

Palabrewtis 518

Oh great question. With such a broken character design like that of Lobot - Cyborg Aide you're really just forced to throw your hands in the air and scream "Whelp guess you're netdecking today!" Followed by flipping the table.

coleformayor 65

@Palabrewtisoh I agree 100%, in my local meta he is running rampant. He is like Vader but worse!

superalex598 31

Am i missing something about Lobot or this some inside joke the kids are raving about these days

Razelll 244

@superalex598 Ya that is what I was thinking. Lobot - Cyborg Aide is traaaaaaaash.

Palabrewtis 518

You obviously haven't been faced with the wrath of the Lobot - Cyborg Aide 3x Jawa Scavenger deck in your meta. It's so overwhelming! I had to start teching in Thermal Detonator just to deal with it.

coleformayor 65

@superalex598quick draw into hidden blaster into hit and run, lobot resolves and you just are left with nothing :(

Razelll 244

@Palabrewtis No I have not been faced with that deck. But to me that doesn't seem like a strong deck at all. But if you say so.

Razelll 244

Lobot - Cyborg Aide 3x Jawa Scavenger is so bad nobody has ever posted it on swdestinydb. lol

LutanHojef 1

Lobot - Cyborg Aide 2x Jawa Scavenger - so scary that swdestinydb can't even handle it!

GandalfsHat 11

Tried Lobot - Cyborg Aide & 3x Jawa Scavenger's, didn't work. I think they might be yanking your chain @Razelll

Razelll 244

@GandalfsHat Ya, I know. Thanks tho man.

Palabrewtis 518

Haha yeah you guys are funny. I was just playing along with Coleformayor. :P