No Mistakes v3 (eBala/Jango/Trooper) 3-Time Tournament Winne

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Fiction 2

Alright let's talk No Mistakes. In both my opinion and in practice this is the 'winning-est' deck out there. It's fantastic, it's got health, damage, speed, reliability, and control. So let's break this down piece by piece so you know how to play with or against this deck in order of play.

First Hand/Mulligan: The perfect hand consists of 1-3 Upgrades, 1 Backup Muscle, and 1-2 Control Cards. A decent but imperfect hand example would be:

Holdout Blaster

Cannon Fodder

Fight Dirty

Tactical Mastery

Flank

This example hand is missing a lot of the upgrades you really want but has at least some cards you can use to keep your Team up for 1-2 turns while you wait for those upgrades. In this example get rid of Fight Dirty, and Tactical Mastery as you only really have enough Yellow dice a bit later and an extra two actions won't be as impactful as drawing a DH-17 or a Backup Muscle. A perfect Mulligan would result in a hand like this

Holdout Blaster

Backup Muscle

He Doesn't Like You

DH-17 Blaster Pistol

Hunker Down

So why is this so great? Why intentionally prefer some situational cards in your hand rather than 3-4 guns? The truth of this game is you are always going to need some versatility and there's no way to tell on round 1 what you're going to NEED in your hand on round 2. Go into every game prepared for your opponent on every turn and the only way you can get that is by spreading your strategy out. You'll find this game-play concept in every part of this Deck Walk-through. You now have 1-2 upgrades for the turn, a guaranteed backup muscle very early, and 1-2 cards you can discard when necessary. I recommend playing around with the deck to find what suits you best. A rule of thumb for your Mulligan here though for different opponents you'll run into:

Ranged decks?

Holdout Blaster

F-11D Rifle

Melee Decks?

Jetpack

Shield Decks?

Backup Muscle

On The Hunt

Battlefield: You will always yield the battlefield to the other player except in the case of the Emperor's Throne Room and Command Center. In all other cases you would rather have the 2 Shields. Now, continuing 'Versatility', I do not recommend putting your 2 shields on the same character. This is especially true against any deck with a Blue Character. Riposte, and Intimidate are just too easy to use against those 2 Shields in the early game. Although you will never put a Shield on your Trooper, make your opponent do some second-guessing about their target and split your Shields up!

*Separatist Base has been useful in the past against slower decks to pressure the Health advantage this deck typically has.

Early Game: This deck has very few interesting decisions to make in the early game, it's almost always place 1-2 upgrades on Jango and use your control cards to reduce damage done to your team. Do NOT get tempted to roll Jango as soon as possible, let your opponent Activate a character and take a good luck at their die results before Activating Jango. On your first round he only has 1-2 dice so savvy opponents will instantly Activate a Character to bait you into Activating Jango before he has upgrades. Get some damage down onto the lowest Health Elite Character. The only exceptions to this is getting an early kill onto a Nightsister, Rebel Trooper, or Padawan for a Bala-Tik re-Activation. Always consider how many dice of your opponent you are 'removing' from the game if you go for the kill. Killing eVeers at the start of your next round is a much more valuable kill than a Trooper this round.

Mid-Game 3-4 Upgrades at this point is a must. Your choices will start diverging however, Fight Dirty, Tactical Mastery, The Best Defense..., and Armed to the Teeth start to become viable options. DO NOT NEGLECT DICE REMOVAL AT THIS PHASE! Reduce as much damage per turn as possible, the longer your dice are in the game the higher the statistically likelihood of getting the 'God Roll' and winning outright.

End-Game One of your two Elite Characters is dead. You would prefer this to be Jango Fett because Bala-Tik has his 2 Character dice to supplement his Upgrades and gets even more dangerous as your opponent's Characters get low on Health. If Bala-Tik already has 3 Upgrades just discard that Jetpack for rerolls, don't bother overwriting a DH-17 with a Jetpack if your opponent only has 4 Health left just get the game done. Be absolutely fearless in your discards at this phase. It's also worth mentioning that without Jango Fett you need to pay attention to the Claim because going first in the End-Game rounds is extremely important.

Extremely Favorable Matchups: Matchups requiring minimal effort

All decks with only 3 starting dice including:

eVader/Raider

eKylo/Vader

eLuke/Ackbar

Favorable Matchups: Some good rolls will get you a win easily

Almost every deck in the game runs into No Mistakes' favor including:

eLeia/eAckbar

eJango/eVeers

eQui'Gon/eRey

Skill Matchups: It's going to take good rolls and foresight to gain a lead

Hyperloop requires significant matchup knowledge to play against correctly

Poe/Hired Gun x2

Poor Matchups: Good rolls and an under-performing opponent are key.

None

Abysmal Matchups: Winning here is a outlier. You are hard-countered.

None

3 komentarze

Hennessy 40

I run eJango/ double Trooper option, however, it has almost the same deck as yours (I do not run Flanks, but I have second Tactical Mastery and Best Defense instead).

I even tried your character setup and I find it lacking of surviveability on Bala-Tik. HOwever my concerns are regarding following:

How do you play eJabba/Vader and eJabba/eJango matchup? Both of them has good amount of control to counter my deck + discard from Jabba is hard hitter. I am not able to pull sufficient damage before being milled in the first case, second deck usually kills my Jango with Fight Dirty / Crime Lord.

Fiction 2

@Hennessy Realistically...Bala dies. If you're playing against a good opponent with an above average deck. Bala dies. With 25 hp you almost always have the Health advantage against 2 character teams so as long as they're putting effort into killing Bala and you've got 3-4 dice on Jango you're going to win. This is almost always about waiting a turn for that 3rd or 4th upgrade until you're certain who they are going to try to eliminate. Some new players focus Jango and then you've got 5 dice Bala. Good players kill Bala by turn 2-3 and you've got 4 dice on Jango. If you are having issues with control try running more control cards,

As for Jabba. If he gets Crime Lord by turn 2-3 then blow Jabba away. Odds are pretty slim that he's got the skrilla to use it so just use your 6-7 dice and take him out. Claim and save Flank and Best Defense to take away the Crime Lord die as soon as it's in the pool.

Netta18 7

Great review!!

My deck is almost the same but I removed both Hunker Down's. I really don't like them, i feel like they are too slow. I'm running 2xProbe, i really like this card, i always get at least 1 discard and could be huge if u hit one of their best removal. Do u feel like Unpredictable is good? I always feel like it is too unreliable.

What do u think ?