Shadow Fett : 8-0 winner in standard tourney (3-0 vs Vader)

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Earth Force One 134

Strategy is simple and consistent. This deck is super aggro and admittedly a glass cannon. However, my opponents, including those with tier one Vader deck lists were not ready to face this kind of aggression. On the first turn, great draw and rolls can put out up to 24 damage. A typical first turn puts out 8 to 10 damage and sets up a devastating turn 2.

Opponent has no good choices regarding who to target first as either Boba or Ree can multiply the Caster die via special/reset. Most chose to drop Boba first and Ree brought home victories with her power action. TLT protects caster die and Systems Gauge is good dice control. Once set up turn 2, this deck can discard to reroll liberally to get a high Caster die with Boba specials. Most games end turn 2 or 3. The close game vs mill, won by damage on the turn I was milled (turn 4 I believe as the mill slowed this deck down).

Turn by turn general strategy:

1st turn: Mulligan to have a few bonus resources, Ree rolling for resources, Boba rolling for specials, play Shadow Caster, use a sudden impact and/or resolve Boba specials on the Caster die. Get 1st mod on Caster.

2nd Turn: Get 2nd and 3rd mods onto Caster. Get Caster onto a high side and get Boba onto special sides. Pitch to reroll liberally in this deck here on out.

3rd Turn and beyond. If opponent survives this long, it is because they had enough dice control to slow you down. They might have dropped Boba or Ree by this point. But it wont matter. If they took down Boba, spend 2 resources with Ree's power action for a Caster reset. If they took down Ree, keep getting onto Boba special side to multiply the Caster die.

39 komentarzy

General Vatutin 26

Excellent deck list

Destry210 720

I would change Handheld L-S1 Cannon for Improvised Defense to defend against focus or special chaining. Coercion for Dive. Logistics for Defend. Sudden Impact for Vandalize. Well-Connected for Doubt.

Destry210 720

Also, Firespray-31 two times instead of Shadow Caster and Firespray-31 is better because of the economy when playing mods.

Stephilmike 22

Awesome job. Love seeing a deck that is unheard of do so well .

Lord_Moldywart 1

What a brilliant concept! What a great way use for Boba Fett, one of my favorites.

Earth Force One 134

I should add that unlike hero Caster decks, often the quick win strategy is a bit counter intuitive. It is often the case not to resolve the Caster die but instead mirror it with Fett special and spend resources on dice control instead of more mods.

If Fett is going to drop it becomes more important that Caster has 2-3 mods and Ree to reset.

How to play this deck changes by situation more often than it would seem. I had to do a number of practice games to figure out some nuances to pilot it.

Coersion is the card slot I'd say is most easily swappable for more dice control or whatever without disrupting the tuning. I enjoyed running it for the interesting purpose of forcing spending opponents resources before I get my dice out, so as a means of pre-emptive protection to counter dice control. The potential exists to devastate a Vader deck with it, but in the 3-0 vs Vader in tourney, it was not due to Coersion.

Earth Force One 134

Arc Caster also swappable for other event m deck tech without disrupting the balance much

mstephan98 1

Partnership would be a great card in this deck!

General Vatutin 26

@Earth Force One both arc caster or one. What would you select as the first or second choice replacement?

Sinomi 339

I dig it! Very cool use of that Boba special.

openboats 128

Very cool. I took the same deck to an early Regionals and didn't have the same success day-of that I'd had during testing, so ended up moving on. Awesome to hear of your success, maybe I should bust it out again.

Razelll 244

Just wondering, but why do you have Firespray-31 if you are always pulling the Shadow Caster, and your games usually end turn 2 or 3?

VehicularSupport 1

@maximus I don't think you understand how this deck works

StarGnaro 27

I agree with 1x choice of the Firespray and shadowcaster..Flames of the past is always behind the corner!

Miket1100 381

Love this deck! However I'd make a few very slight changes. I agree with you about Coercion, I'd take them out and add mitigation. Subdue, Risky Move, or Sticky Situation should do the trick.

I'd also take out the 2 Handheld L-S1 Cannon for either more of the aforementioned mitigation cards, or Take Flight Partnership, and DH-17 Blaster Pistol. For the 2 cost of the Handheld L-S1 Cannon I think I'd rather pay for a vehicle reset.

Earth Force One 134

@General Vatutin Arc Caster is the first swap I'd make. @Razelll Firespray is a "break glass in case of emergency" card. For accidental mulligan into Caster, Caster getting discarded out of hand, or Caster removed from table somehow. The handheld cannons serve similar fallback purpose. Generally the best use of 2 resources once Caster and mods are out is dice removal and Caster reset with Ree.
@openboats I had to play a number of practice games to get a grasp of the situational awareness of when to resolve a lower Caster die or Bobas 2 damage sides vs going for some thing higher. The deck also took a bit of tuning to feel right. It didn't seem to work as well with either too little dice control or too much. And the tuning seems to rely on the right number of resource events.

I am going to try to make a current trilogy compatible version. And a post rotation modification of that as well.

Earth Force One 134

I'd add that the balance seems to require using dice control selectively and potently. Too much of it and it uses resources better spent getting powered up and overwhelming opponent first.

General Vatutin 26

Arrowbrook gaming mentioned your list in their podcast as something that could still be explored in this meta. Said it has some really solid ideas, but there is some room for improvement. Sounds and looks like an issue with the number of mods and need for a little more tempo. I would watch their recent video. High praise.

arrowbrookgaming.podbean.com

Cheers

openboats 128

@Earth Force One I think those are all very fair assessments. The biggest thing I found was for a deck that more or less hinges on getting to Boba's special, it could never do that consistently. And if I wasn't doing that consistently, why wasn't I using Tobias Beckett - Thief For Hire instead?

One thought in hindsight was adding x2 Senate Chamber's, more focus beyond Bait and Switch feels like it could have got the deck running.

General Vatutin 26

Imagine a mod with two focus sides ! Whoa

Sinomi 339

@General Vatutin I think BB-8 is the closest thing... but Hero only. :(

truth123 311

The first blaring issue i have with this deck is when you kill Ree turn 1. Please do explain what to do from then on.

Miket1100 381

@truth123 I've played my own modified version of this list a few times earlier this week. I added more mitigation, she lasts a little longer. Just roll her out first so you can take advantage of her resource sides.

Earth Force One 134

I never suffered a turn one Ree casualty during the tourney. But the reason for all the resource events is to ensure caster drops 1st turn (1st or 2nd action depending on win/loss of the roll off). With caster on table everyone targeted Boba, and Ree's dice became gravy.

Earth Force One 134

I agree roll out Ree first/early if facing aggro deck. Let them burn their dice control on her resource thinking they can stop what's coming. Then watch them sweat when truce or well connected is the next move. They are then in a bad spot to control Boba and caster.

Earth Force One 134

I should add. I believe my oppenents were playing correctly to go after Boba first. Ree is a sponge, a fall back. The goal of this deck isn't ramping or caster resets until after Boba Fett is dead. Most games were won without doing a single reset on Caster. Some were won without resolving the caster die at all. Think about that. Boba fett himself Is the primary strategy. Ree is a distraction that becomes a fallback plan later.

On dice control, every resource and card to do it comes at high opportunity cost. Reserve it for opponent rolling a blowout set etc. It's often the right choice to leave a 3 damage die to come in at you and spend the resource on a cost 1 caster mod or using the dice control card to pitch to reroll. Every card is almost always a pitch to reroll after finishing setup midway thru turn 2. With this deck, unchecked, you win the aggro race. You are the opponents problem. Let them try to control your dice and relax becuase it's okay, you are still ramping with high damage showing. Don't focus your game too much on disrupting the opponent except to break their lucky set of dice roll, or take away a base die which would pair with a massive modifier (go for surgical potency).

Overall. Don't play this deck using the assumptions and styles that other "standard" decks are build around. You have massive guns on the table turn one. Use them. Remember, pitch to reroll is almost always the right choice. My closest games were vs mill decks becuase they were attacking that capability.

Earth Force One 134

The evolution of this deck was a bit strange too. I've been toying with it for months at practice nights and it wasn't ever very good becuase it lacked consistency. I know that's what people think here on a website when they read the decklist on paper.

More recently though, some combination of card ratios and figuring out how to play it emerged which made it achieve very high consistency. It's now become the monster deck at my local game store. It's the new bar everyone wants to test against (at least until rotation). The Vader Greedo players in particular keep wanting rematches. But they only win now when they are the lucky ones.

Of course it does lose in practice games vs tech against it like N-1/yoda or vandalize. Just like anything teched against.

Earth Force One 134

It has high performance vs all of the meta decks except millionaires. That's a coin flip.

Earth Force One 134

I've spent the whole week trying to make a post rotation version. It lacks the "magic" and potency that made this one so deadly. We have a trilogy tournament tomorrow, so I'm going to work hard on this the rest of the day to see if the puzzle can be solved

General Vatutin 26

@Earth Force Onecjrious, if you had to cut one or two upgrades and add one/two mitigation, what would they be?

Earth Force One 134

@General Vatutin just had this choice and pulled the hand cannons to add Take Flight but if I were to add a mitigation in its place, I would use Doubt as not to break the turn 1 & 2 tempo

Earth Force One 134

Hasty Exit is another contender.

ciamoslaw 1

hi I am running a diffrent version a bit. I have friends in low places, probe and salvage stand

Revan4Vendetta 16

How do you deal against mill decks?

ciamoslaw 1

i play this deck with diffrent approach. I use friends in low places + probe.

General Vatutin 26

@Earth Force One: Tx mate

PadawanSohiro 14

You need some luck to get the only Shadow Caster in time. Or is it just me, who doesn't draw keycards, when needed? ;)

PadawanSohiro 14

`@PadawanSohiro Forget about it. I just noticed the plot.

Mr_Chip 58

Great deck - hits like a truck - can be very fragile. Absolutely remove Coercion and systems gauge. Sub in Probe and FiLP. Sudden Impact is the star of the deck. Went 5-0 in local 'smegional.' Got wrecked by Planned Explosion in top cut.