Maul's Vambraces | Worlds Top 32 - Cloud City Rollers

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Nessuno. Solo deck creati personalmente qui.
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Non ancora.

F4ll0ut 44

Played by Bruce @F4ll0ut of Cloud City Rollers to a Top 32 placement at Worlds.

I didn't get onto Maul until the week before Worlds, thanks to a near-local (James, Dice of Failure) who piloted the deck to the finals of the Portland regional the weekend prior. Maul spoke to me, and I knew I had my deck for Worlds. After a few changes from James's list, the deck felt like it was tuned up and ready to go.

I didn't take notes of names and games, so this is a very rough recollection of how my days went. Almost everyone was fantastic to play with and multiple people I kept checking in with throughout the weekend, it really felt like such a great community around the event.

Round 1 (0-0): W vs Grievous/4-LOM/Messenger supports (Johnny D): This game started a little slow for me, and he got out a Delve>Vader's Fist in round one which felt like I had an uphill battle. I didn't find any Desperate Measures to take out the Fist early and had to just battle through with Maul and Commando to get everyone down.

Round 2 (1-0): W vs Vader/Greedo (SO SORRY I can't recall your name!): This was my most stressful matchup of the day. Vader and Maul traded blows until Maul died. Commando was able to get just enough damage out of a Pulse Cannon PA to take down Vader. This left a loaded up full hp Commando vs 4 damage Greedo, which went as expected.

Round 3 (2-0): L vs Reylo (Wes, Top 32 finish): This match was on the Hyperloops stream for Round 3. I don't feel like I have a terrible Reylo matchup with Maul as I can generally keep their shields off, but this game felt like everything went wrong for me (weak removal, not spiking damage) and he got everything going for himself. I maybe should've taken his battlefield to start.

Round 4 (2-1): L vs Reylo (missing name): This game went slightly better for me overall, but I think I shot myself in the foot in the end as I mis-ordered resolution on two dice (after my brain told me the correct way to do it 2 actions before...). This ended up in Rey PA to reroll her own die, hit 1 melee and played Ataru Strike +1 for exactly 2 damage lethal.

Lunch break (2-2): Slightly tilted by Reylo at this point, a teammate and I went down to Burger Moe's and got great happy hour food and chatted about life and dice. Thanks Sinomi!

Round 5 (2-2): W vs Chopper Droids (missing name): Another fine game. I think Round 3 or thereabouts, I got double Convergence'd to destroy my Darth Vader's Lightsaber and Pulse Cannon, but was able to Act Of Cruelty to nix R2 and discard a Rex's Blaster at the top of the round, which threw off my opponents game plan. From there I was able to grind out my damage and he had few supports out.

Round 6 (3-2): W vs Maul/Watto (Brian, Golden Dice): This was a crazy mirror match. Round one I thought the game was over already, he had out Maul's Lightsaber, which got to Maul PA for 3 (I only had a PA for 2) and roll back out. Again, blows traded. My Maul dies while his is on 10 damage. I was able to PA Mandalorian Vambraces, replay them with Mandalorian Super Commando PA (11), then he claimed and I paid my 2 resources and jammed double Act Of Cruelty to kill Maul! This left 6 damage Watto vs 4 damage Commando. The next round he played Pulse Cannon and PA'd to little effect. I then PA'd my own Cannon to...also no effect. But Commando was able to finish the job. Brian was a great opponent and I frequently checked in with him over the weekend to let him know how I did.

Round 7 (4-2): W vs Grievous/4-LOM/Messenger supports (Trey): This game ended up on the official FFG stream as the previous pairing declined to be on stream and one of the FFG employees was just walking the top tables looking for anyone to fill in. This game just went fantastic for me, I rolled well and had answers like Desperate Measures just when I needed them. My opponent also rolled very cold (lots of blanks and disrupt) so it was a tough game for him.

Round 8 (5-2): W vs Chopper/R2/3PO/FC (Randy): Another game that felt like I was really behind early, he was getting good damage out and I couldn't mitigate much of it. My day got saved when I got an insane Pulse Cannon PA to take Chopper from 2 damage to dead. This completely turned the game around and left only 3PO, Resistance Crait Speeder and Hired Muscle. I was able to finish it out and ended the day 6-2.

Round of 64: 2-0 W vs Reylo (David from Spain): I had shaken my tilt from 1A ahead of the top cut games and went over plays to look for with my teammates. Game 1 he won the roll-off and took his battlefield (Bendu's Lair - Atollon). I tried to be careful with letting Rey get specials to reroll to keep him off of value. Maul rolled hot fire for his PAs, giving me 4 and 3 the first two rounds. Game 2 he chose my battlefield and took shields. This game went down to the wire. Rey rolled in Soresu Mastery, Dagger of Mortis and her dice, then Soresu 2 to show 3x2 which would've killed Commando. I played Armor Plating, discarding DX-2 Disruptor Blaster Pistol and forgetting to PA the Commando. I took the hit, leaving me with 1hp + Bounty Hunter Mask. Rey Steadfast's me to max damage (on Mask life support) and she's at 8 damage. Commando's 2 gets blanked by Rey PA, and I use all my cards to reroll and finally land back on the 2 putting Rey down to 1hp as well. Next round draw, he goes to activate Rey and I show Act Of Cruelty for the 1 unblockable to end the game. I missed two Commando PA in this game, which would've made it a little more comfortable for me, but I still got the W. Props to David and his crew for coming all the way out from Spain.

Round of 32: 0-2 L vs Palp/Motti (Jonathan, Top 8 finish): From the deck list preview, I felt like I had a bad matchup going into our first game. I didn't understand Motti's full ability, which bit me the first time with removal. Game 1, he got out abilities, rolled so much, and got his crazy Admiral shenanigans. It went poorly for me. Game 2, he was short on abilities, I got Motti down quickly and Palp was near dead. I needed to rip some Act Of Cruelty to be able to save me but couldn't find it. Lost with Palp near death. Jonathan was a great opponent and I hope to see him in other events!

Overall I had a fantastic weekend. I couldn't have asked more from how my deck performed and where I placed. A huge thanks to my teammates from Cloud City Rollers who were there supporting each other all weekend at the event. Super proud we had two of us in Top 32, and two more of our extended (state) group in Top 64. Special thanks to Ace and Bloody9 for helping me with my final deck changes. Thanks to James from Dice of Failure for inspiring me to Maul, and props on Top 64!

5 commenti

RebelTraitor 123

Great job repping the Pacific Northwest!

Outcast 84

Great work with Maul man, how did you find Mandalorian Vambraces as an upgrade for the majority of games, was it worth running as a 1 drop upgrade for mando PA.

Also how did you find Pulse Cannon for the majority of your games, where you able to PA it for multiple resolutions the majority of the time or did you find the small amount of resource generate for the deck more or less damaging its full potential. To me it feels a bit clunky in these kinda decks.

And with the split damage type in the deck if you where to change anything in the upgrade slots, would you go more guns for the mando or sticks so more dmg sides can match up.

Lastly, whats your thoughts on running Electroshock and/or Entangle in the deck. Did you find Maul was the main target majority of the time or where opponents targeting mando if he was getting built up ?

Great work again man and look forward to your replies =)

F4ll0ut 44

Hey Outcast, thanks for the questions! Vambraces was almost always worth it. It's cheap for the PA ping, has all base sides so it can't miss, and had its own PA which can come in very handy (replay it if you have no other upgrade, or pick up and discard for reroll).

Pulse Cannon is great as a round 2+ overwrite sort of upgrade. Yes, it can miss for sure, but the threat of that PA alone demands removal which means Maul can keep his dice out. It just forces an answer every time.

The split damage isn't much of an issue for the most part. Due to the sequencing of how the deck plays, you aren't usually trying to resolve a ton of dice at once. The upgrade diversity helps to keep both characters threatening to be able to close a game out. Either they go for Maul and Mando gets fully loaded or they kill Mando which leaves Maul free to get into a couple of big sticks.

Electroshock is usable, Entangle would be tough to afford. The deck is focused on getting upgrades out, which leaves few resources for removal. That's why it leans heavily on the 0-cost blue removal so you can stick to the upgrade plan and still get dice off the table. For targeting, 99% of games it's Maul first. I think the only time Mando will get targeted is if you have a very early Pulse Cannon and they want it gone quick.

Outcast 84

@F4ll0ut Thanks for the reply. I agree with all of that, I just like being able to collaborate with few Maul players and you have definitely proven to be one of the best.

It's allowed me to alter my list to suit me and provide clarity on card to be used and why.

Have you used Maul in an infinite deck ?

F4ll0ut 44

@OutcastI have not tried Maul in Infinite. I generally don't play much Infinite, and also am missing a lot of the bigger legendaries from old sets (Force Speed, Sabers, etc).