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Probabilità: 0% – 0% di più
|No such thing as a free launch||0||0||0||1.0|
|Rose loves Hotcakes||1||0||0||1.0|
DECKLIST CORRECTION: The deck I played on Sunday actually had a 1x Concentrate, in place of the 2nd Ancient Wisdom. My apologies all for mis-entering those cards, and thanks to
@Rhavas for pointing out the error!
EDIT: Credit for the new deck name goes to Reddit user
Chi3f1n6 - I was trying to come up with something clever, but 'Hotcakes' is just too perfect!
This is the deck I took to my local store champs on Sunday - I was going to sit on it for awhile but it looks like another similar decklist has been posted, so the cat's out of the bag!
The results of the day were 2 team kills on turn 1, 1 team kill turn 2 and a loss - going 3-1 over 4 rounds. I'll go into the rounds in more detail below, but really there's not much to say other than "they dealt 5-7 damage, and then they got Launch Bay'+Salvo'd...twice"
I saw @runningonion's decklist called 'TrueOTK', found here: https://swdestinydb.com/decklist/view/20669/trueotk-1.0, and immediately fell in love with the concept a couple months ago. With the release of WOTF, getting Ezra Bridger - Aspiring Jedi, Fond Memories, and Renewed Purpose seemed to slot in perfectly. Ezra gives you an extra discard side that the Jedi Instructor was missing, Renewed Purpose gave the deck even more drawing consistency (and prevented the need for Investigate), and Fond Memories gives you access to a couple loops that just seem unfair.
The night before the tournament, I had sleeved up the same 30 events, but had Anakin Skywalker - Podracing Prodigy and [Stolen Intel], (/card/05172), as I thought the extra card was a necessity. But I kept worrying about my opponents finding out what was going on and focusing the Gungan Warrior, which would turn off the Award Ceremony, and your best chance of huge card draw. The morning of, I switched to a second Gungan Warrior, to give my red health pool a bump, and Espionage was a necessity due to the spot a plot requirement of Renewed Purpose. Additionally, the mill from Espionage isn't terrible, since you're playing Rebel, Cheat, and Fond Memories to get cards from your discard pile.
As for the tournament, here's how my games went:
1st game - Rex/Clone Trooper/Jedha Partisan (W)
- I felt terrible for how this one went down - I only had one Gungan Warrior going into the day, so asked one of my friends at the tournament if I could borrow one for my deck. Of course, he was my round 1 opponent :/ He looked at the character lineup a bit puzzled, and asked what the heck my deck was trying to do. The answer was - 'Kill your whole team on turn 1'...which is what happened. Though it did take a Tinker into Jar Jar's 1 indirect to seal the deal against Rex.
2nd game - Mother Talzin/Guavian Enforcer/Captain Phasma (W)
- This one was a turn 2 kill - I was able to draw about half of the deck, but ran out of card draw in hand. Fortunately I had both Premonitions, Launch Bay, and Salvo, so I was able to pump ~5 damage into each of his characters turn 1. Turn 2 resulted in more card draw, and the mopping up of his team.
3rd game - NewDooku/Jabba (L)
- This was the most entertaining game of the day for me, playing against @Palabrewtis and his Dooku/Jabba list, which you can find here: https://swdestinydb.com/decklist/view/21918/2nd14playersc-jabbaedooku-1.0. He masterfully passed throughout his turn as I was going through the motions, and got the nut draw of Force Throw/Force Illusion off of my Don't Get Cocky, showing a Holocron special, after I played Truce. So of course he rolls in the Force Throw, gets the special, along with a Cunning special, and does 20, followed by 14, damage with my own Launch Bay die. This is where my misunderstanding of the rules came into play - I thought you had to discard down to hand size at end of turn, like in Magic: The Gathering. Not so! Playing from the same spot again, I would have claimed and forced him to mitigate the ~20 damage Launch Bay die turn after turn while trying to chew through my 27 health team. Oh well - live and learn!
4th game - Rex/Clone Trooper/Maz Kanata
- He started out w/ Rex's Blaster Pistol and Wingman while I slowly rolled out my team, activated his whole team in one go and did about 7 damage. Then he claimed, having only 3 blasters in hand, and I was able to draw the whole deck and do the team kill turn 1.
This deck might seem like a Rube-Goldberg machine of nonsense, but it works...way too consistently I feel. Going forward, I'd add another Launch Bay and maybe even slow down the deck by half a turn or so, putting in a little more mitigation. Then just dare your opponent to mitigate 2 ~15 damage Launch Bay dice turn after turn, while fighting through repeated Strategic Planning's due to Rebel, Fond Memories and Cheat.
If you have any questions of how the deck works, feel free to let me know :)
When the fastest decks can win turn 3, winning on turn 1 seems to be faster!