Jango/Veers

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R2Deakin 15

This is my take on an Aggro Jango/Veers deck derived from the Hall of Fame decklist by phaustus. I made some very minor changes originally and was able to pilot this deck to a 1st place finish and a 4th place finish in 2 different 16 person tournaments last weekend. Overall it was 7-1 with the only loss coming in a mirror match against an opponent with smoking hot dice. I was also able to go 2-0 against a Hyperloop deck in play testing with this variant.

Modifications

The 2 main changes I made to this deck were the removal of both Logistics in favor of a Disarm and a Confiscation. While both cards were useful on occasion I rarely wanted to spend resources on removal that wasn't permanent and trading damage for removal almost always seemed like a bad trade for me. With how aggressive I played this deck I rarely resolved resources so I don't think I missed the Logistics but I definitely think there are better replacements.

The only other change I made was mentioned on the original decklist and was to bring in The Best Defense.... I chose to drop a Probe for it which I think was a solid call. While Probe was occasionally useful, I often didn't hit an event and felt like it was simply a wasted action. The Best Defense... on the other hand won me games by either preventing an alpha strike against Jango early or removing my opponents 2 most dangerous dice late to force another turn and put myself in position to win.

Matchups

eRey/eHan Ambush Aggro
When facing this deck I always focused on taking out Rey first. In most cases Han Solo stayed relatively loaded with shields early so bursting down Rey and eliminating the multi action threat was my priority. Both times I faced this deck it was very close but on both occasions I won with about 3 health remaining. Backup Muscle was an all-star here allowing me to sneak the final point of damage past Han Solo after he had shielded himself back up again.

eLuke/Ackbar
In this matchup I would focus Luke Skywalker unless I had the opportunity to alpha strike on Admiral Ackbar for 8 or 9 damage. Once at 8 damage Admiral Ackbar was in range of a Backup Muscle to finish him off and allow me to dump my hand for rerolls or control if necessary. Dice control was incredibly important here and I chose to claim the battlefield early a number of times to remove a 3 Luke die if I didn't have a better option.

eJango/eJabba and eJango/eVeers
This was by far my most difficult matchup. I think the key here is to make sure you are activating your Jango off an opponents action to activate and not in response to their Jango activation. I triggered my Jango early a number of times only to see a good role wasted to a Dodge or +3 Jetpack thrown back in my face with Reversal. That being said I tried to always stall and get them to activate first in hopes of them making the mistake of triggering off my Jango. If they are running Jabba the Hutt he is the primary target as his is brutal when he can trun 2 Jetpack die to +3 each.

Poe/2 Hired Guns Hyperloop
I faced this twice in testing and while I was able to pull out both games it was infuriating to play against. In both games my opponent was able to get the Hyperloop set up quickly but not before I could get some serious damage on Poe. In hindsight I might focus more on the Hired Guns to give myself more of an advantage in the late game. Once the loop was set up I activated Veers every turn to force them to either take whatever damage I rolled or jump immediately. This kept them from loading up their characters with upgrades too quickly. In this version I only had 5 cards that could help me against an established Hyperloop: Tactical Mastery to activate and resolve Veers before they have a chance to claim and jump, Electroshock if they roll low enough on the Millennium Falcon die, and The Best Defense... as the worst option to take the damage to force a fight and remove the Falcon die.

Meta Changes

Based on the meta I've seen in the two 16 player tournaments in my area I would make the below changes to this deck. As I noted both Disarm and Confiscation were useful but underwhelming and Infantry Grenades were always my absolute last choice as an upgrade. With the additions I give myself more control for the aggressive aggro decks that caused me the most trouble as well as 3 more answers for the Hyperloop if it becomes more of a problem in my area.

REMOVE: 1x Disarm | 1x Confiscation | 1x Infantry Grenades

ADD: 2x Dodge | 1x Reversal

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