eJango/ePhasma w/ guide - the new jango/veers

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Ispirato da
eJango/eVeers SoR version 4 5 7 1.0
Ispiratore di
eJango/ePhasma2 3 2 4 1.0
eJango/ePhasma w/ guide - the new Jango/Veers 20 15 10 2.0
Phasma Fettish w/Brief Write-up 0 0 9 1.0
Phasma/Jango 1 2 0 1.0

the BEAST 1128

This is my updated version of the SoR Jango/Veers deck. I decided to build it with the 2p Phasma as well as some EaW cards.

COMPARISON

Phasma has more health and will last a little bit longer. Also, she has no modified sides. On the other hand, the deck is a little bit slower because of Phasma's special.

HOW TO USE THE DECK

In your opening hand, you generally want one or two good upgrades, preferably one that costs 1, as well as some 0 events.

-Wait until your opponent activates a character so you can benefit from Jango's ability

-If your opponent doesn't activate a character: activate Phasma, play a 0 cost event, play Salvage Stand

-You generally want to use your first action each round to stack an upgrade on Jango

CHOICE OF CARDS

Of course, the deck has many upgrades. I selected guns to pump damage, I'll explain them all:

F-11D Rifle - one of the best weapon in the game. Why? Because of it's 4 damage sides and redeploy.

Holdout Blaster - every range deck must contain this upgrade. Redeploy and Ambush...who doesn't like it?

LL-30 Blaster Pistol - the best weapon in the deck. Redeploy, ambush, and no pay sides.

DH-17 Blaster Pistol - It's still your best 1 cost upgrade with 3 damage sides.

X-8 Night Sniper - with a pretty good economy, you will be able to afford this 3/ and it can also focus itself. Tactical Mastery with it's ability can do 3 damage if you have 3 resources to finish off a game. Ambush is also a +.

Supports:

Salvage Stand works beautifully in this deck as Jango has 2 resources sides and Phasma has one. It's very useful to remove resources when you roll out Jango as it may prevent them from playing a removal.

Drop Zone is amazing! This deck is super fast so you will be claiming often. The ability to do 3-4 damage for 1 is a game changer.

Now, most of the events are self-explanatory but I'll go through some of them:

Obviously, there is a couple of removals such as He Doesn't Like You, The Best Defense..., and Doubt.

With the errata to Vibroknife, Dug in now becomes a good pick. You will most likely control the battlefield, so it'll give more survivability.

Bait and Switch - this card pairs well with Jango's 2 resource sides. You can get 2 off a resource and resolve it immediately. Who doesn't like 2 free damage?

Friends in Low Places is used to find problem cards such as removals, Hit and Run, and even Premonitions. It's more useful than Probe as you can see the entire hand.

We Have Them Now is a super powerful card as some of their only counters are Dodge and Scramble which aren't in the meta right now. If you don't want your opponent to remove any dice with cards such as Force Misdirection, combine it with Tactical Mastery or Swiftness. This card is the real MVP.

Battlefield - Carbon-freezing Chamber - Bespin comes in handy against decks that rely on a couple of dice for example: Poe, Luke, Palpatine, Vader, Sabine... This deck is pretty fast and will still manage to claim against other fast decks.

CONCLUSION

I have done some testing with this deck and it was really successful.

The deck is also good because you only need one legendary (X-8 Night Sniper), and the most expensive card costs 2. X-8 Night Sniper can be replaced with Imperial Discipline, On The Hunt, and possibly Captain Phasma's Blaster (if you want a heavier upgrade).

Please leave a like if you enjoy and feel free to leave feedback in the comments.

13 commenti

Gnomin 77

Deck looks awesome, built simething similar, threw in z6 and rebel war room for weapon effeciencies. (Also X-8 night sniper is legendary)

Taurenrider 168

Ive been running a jango/phasma as well with some success. Ive got Fast Hands, Cunning, and Comlink in mine. Get fast hands on jango and look for those focus sides to turn phasmas dice.

dicecommando 106

Why Drop Zone over Backup Muscle? Is it the two damage on turn 3 that is more effective?

hayema7 7

Have you thought about using Captain Phasma's Blaster or Relby-V10 Mortar Gun in this deck? Also wondering who is usually your opponent's primary target.

TheNameWasTaken 1

Would Rocket Launchers be an acceptable substitute for the X-8 Night Snipers?

the BEAST 1128

@Gnomin thanks for the catch...my old deck had no legendary but now it has 1 ;)

@Taurenriderlooks interesting but for the cost, I find having guns more effective for an aggro deck. Also, is the deck still fast?

@aheintz drop zone can do more than 3 damage also. And, it keeps a little bit of speed as it takes fewer actions.

@hayema7 I for sure took them into consideration but I'm not a fan of 3cost cards in this deck. With 10 2cost cards + resource costs, I think the deck works just fine. Usually, opponents will go for Jango but be ready for Phasma to be a possible target as well, as he has the better die.

@TheNameWasTaken not sure...I find rocket launchers to be too expensive as it costs 3 + resource costs. I suggest using imperial discipline as a replacement to get 2 guaranteed with Phasma.

Thanks to everyone who commented. If you have more questions, just comment and I will reply as soon as I can.

Taurenrider 168

@the BEASTIt's still prett quick, and I find I am usually the one who claims. I also play with Emperor's Throne Room - Death Star II. I shoot for specials on phasma and cunning so I dont need to worry about things like Deflect and Sound The Alarm

Frithrah9 1

Taurenrider, I did something similar with Fast Hands, but instead of Comlink I used Lead by Example. Similar with focus, but also can boost some range damage if I don't hit the focus.

the BEAST 1128

@Taurenrider, @Frithrah9, personally, these don't seem as good as it can be...With a gun, you can get damage + you can get damage on your Phasma's dice. With focus cards, not only does it slows you down, but you also lose a little bit of damage. For example, if you have a 1, you will remove a die for 2-3 damage. With a gun, you can do 5-6 damage and you have at least 50% chance of doing so. Plus, fast hands takes a slot just to resolve focuses. I'd say that 3 guns on Jango are way more aggro than fast hands, comlink, and cunning/lead by example. It also seems like it is more consistent...remember you only have 1/3 chance of hitting that focus...To compete against other aggro decks like Sabine/Ezra, you have to do a lot of damage, be fast so you can claim (cfc is devastating against high-cost characters), and have cards that can fix your roles (they have never tell me the odds, and we have we have them now). I'd say that this aspect of the deck is a different version. Try this version of the deck, and let me know how it does.

kidwifi 1

"Bait and Switch - this card pairs well with Jango's 2 resource sides. You can get 2 off a resource and resolve it immediately. Who doesn't like 2 free damage?"

Can you clarify? I don't understand how you're getting 2 damage for resolving resources in the same turn?

the BEAST 1128

@kidwifi the card states: turn one of your dice showing a resource to any side. You don't resolve the resource, you change it to 2 that you can resolve immediately for the cost of 0.

kidwifi 1

@the BEASTWoooops. Had a derp moment.. lol

Thanks for correcting me, great card! Definitely looking forward to trying something like this. I have a Jango/Kylo I enjoy a good amount but I want to make a red deck =P

the BEAST 1128

@kidwifiNo problem ;) If you want a red deck, go ahead an try this out.

For everyone interested, the new version is up, with slightly different changes and description. swdestinydb.com