30 Damage In ONE Shot! Ask me how I did it!!

Simulateur de pioche
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Inspiré de
Aucun. Ce deck est fait-maison.
Inspiration pour
Pas encore.

PoolParty1990 218

What do you look for when deckbuilding? Reliablility? Mitigation? High HP? Well what about the ability to one-shot your opponents characters?? ALL AT THE SAME TIME!

Impossible you say? Not anymore!! With my patented 4 step approach, even you could be decimating decklists in minutes. Here's how it's done:

Step 1: Let go of the notion of characters, you don't need them. Launch Bay is your key card here, the characters are just there to stay alive, buying you time to destroy your opponent. Admiral Ackbar - Perceptive Tactician, not important. He's only there to give you his 2 and to give your deck access to Command cards. Rey - Force Prodigy, lol. She's a patsy! She brings Force cards to your decklist and her action cheating ability is nice in certain circumstances (which we will talk about later) but ultimately, she's there to die. If there's one character you want to care about it's Maz Kanata - Pirate Queen. She's the Queen of the deck, but her death does NOT signal the demise of your deck. She gets all the shields as you'll want her ability as well as she's the only one who can equip Cunning.

Step 2: Set it up! You've got a lot to do, so let's get it done! Opening hand you're looking for Outpost and/or Ascension Gun. These cards act as your diggers. Outpost for when it's your battlefield or your opponent brings their own Maz's Castle - Takodana or Ascension Gun for when your opponent inevitably wins the initiative and takes their own battlefield. I personally prefer Ascension Gun as you can take your opponents battlefield after winning the initiate, put 2 shields on Maz, and then guarantee you'll get use out of the Ascension Gun to activate Maz's Castle. As for events and other equipment, it doesn't matter, you're going to be drawing lots of cards so it's only a matter of time before you see the card you want. What does matter is that you get out Ascension or Outpost. You need to start drawing cards turn 1! And if you're not, then you're losing.

Step 3: Slow and steady wins the race. You're never going to claim first, ever... just accept it now. First turn: Draw Cards! If you're not drawing cards your not winning. When you use Outpost and Ascension Gun to activate Maz's Castle DO NOT put cards on the bottom of the deck, that's not where they belong. They belong in your hand. Period. Now use those cards to get out your Launch Bay. Logistics your way into more money to buy it out or Premonitions it out for free. Regardless of how you get it out, your main priority is to DRAW CARDS! Side note: sit on Don't Get Cocky until after your opponent has claimed, otherwise you're just doing them a favor.

Step 4: Launch time!! By now you should have quite a few cards in hand. But try to get more. If you have the means of doing it (which you should). When you're ready, you're going to need to be strategic because a Deflect on Launch Bay is going to pack a serious punch. Best case scenario: Resolve the Force Speed for the double actions, activate the Launch Bay with 1 then use the second to either resolve the damage or activate Maz. Maz is pretty reliable for rolling and her ability lets you resolve the to change Launch Bay to and then resolve Launch Bay. Determination and C-3PO are two other ways to take a non-damage roll and resolve it as damage. Once you've decided to resolve Launch Bay count your cards in hand... BOOM! You just did 7 damage to your opponents character? Not bad but you can do better. Has your opponent already claimed? Big mistake! Use this opportunity to Salvo that damage! Doing 7 to all of their characters! What what?? 14 damage? Nice!

This author used Salvo/Launch Bay to do 10 damage to his opponent. This one shot their 2 Death Trooper and 1 Tie Pilot. 30 TOTAL DAMAGE! Major destruction!!

Best case scenario: 5 cards off the draw, +2 for 2 Don't Get Cocky, +1 for Journals of Ben Kenobi, +4 for 2 Award Ceremony, +4 for resolving 2 Ascension Gun or 2 Outpost , +4 for resolving 2 Cunning as either Outpost or Ascension Gun...

Total: 20 DAMAGE!!! Now resolve that against one character or Salvo that for 19 damage at all your opponents characters!! 3 characters? YOU JUST DID 57 DAMAGE!! What the actual f**k!?!?! Talk about overkill!

Please please please play this deck and comment here how much damage you did! Like I said, I was able to do 30 (10x3) but I want you to do more! Beat my high score!

19 commentaires

outro 146

That deck actually looks pretty fun to try out. I'm missing a few cards tough, most notably the star of the deck, Launch Bay.

thejumpingflea 214

I was there. Can confirm. He also one shot my Leia Mothma deck!

seminole9300 9

How does this work legally? I thought maximum hand size was 5?

PoolParty1990 218

@silviojesus I've played some really derpy decks, a lot of "meta" ones too but this deck by far is the most fun deck I've played! Especially when your opponent resolves against you and you see the look on their face when fan out a hand of 8+ cards.

@thejumpingflea Dat It's a Trap! tho... Leia/Mothma is a murder machine.

@silviojesus You're not wrong. This only applies during the draw phase though. Max hand size of 5 translates to only draw up to 5 during the draw phase or 6 with Emperor's Favor. As far as I know, there's no rule stating you can't be over 5 cards as there is no "discard down to 5" stipulation.

Sinomi 375

You're a monster.

Sinomi 375

I want for you to play against a 4-character deck just so you can do 40 damage. <3

PoolParty1990 218

@Sinomi The best kind of monster ;)

It's a dream of mine to put this deck against a 4 character deck and then destroy it much like Starkiller Base destroyed the Hosnian System...

dough54321 139

from page 10 of the rules doc... "Each player has a hand size. A player’s hand size determines how many cards they draw up to during the upkeep phase (after discarding any cards they want). The default hand size is 5 cards. A player does not have to discard cards when they have more than their hand size."

PoolParty1990 218

@dough54321 with the page number and everything!! Thanks you!

Issel 1

We tried it yesterday,it was awesome, very funny.

megandyg 69

I only have one Launch Bay, but I got it in my first draw, along with Premonitions. I was drawing cards like crazy, but the next Premonitions didn't come until like round 3. By then, Ackbar was dead, and Maz was down to 4 health. By the time I got to play and roll out Launch Bay, I did get up to 8 cards in hand, but no money for Salvo, so I could only take out one of my opponents two remaining characters.

So, I definitely like the trickstering (is that a word?) of this deck, but might not use Premonitions until I get a second Launch Bay. What event would you suggest I use instead?

Davclarke 60

I love this deck and have been playing a version for several months (first published a version about 3 months back called exploding launchbay).

List I use is very similar but rebel commando instead of akbar, and a few other different options (new orders swiftness, and forcespeed instead of ascension gun, cunning, etc. take a look at swdestinydb.com)

its such a fun and surprising combo to use and catches most players by surprise. I like the rey action cheating with swiftness and forcespeed for when you need to roll out but opponent hasn't / won't claim. (good to avoid those deflects / force throws, or even chewie's special)

Anyway, awesome deck kudos on the build and on spreading the word for this fun, and surprising combo. Can't wait to see what love supports get in EAW for this deck :)

PoolParty1990 218

@Issel Glad you enjoyed it! Any obscene amounts of damage to report? ;)

@megandyg Great question! I do think you're right though to lose the Premonitions until you have a second Launch Bay, otherwise, it just gets stuck and you can't get it out. Cards I've been contemplating: Rebel as you have a lot of sides among the characters and upgrades. Black Market as another way to draw cards and it's also decreases the cost of an upgrade by one which isn't bad. Problem is at the cost of 3 resources it almost seems too expensive. Jedi Council can be run as a way to draw cards too but having to discard one feels bad and at 2 cost it feels too expensive for what it does. Second Chance isn't a terrible idea to keep Maz alive longer, especially when she's loaded up with Cunning. New Orders and Hyperspace Jump are both good ways to swap the battlefield to make it more convenient for you to use Ascension Gun or Outpost. I'd prefer New Orders as it allows you to use the claim ability and it costs 1 less than Hyperspace Jump. Tactical Aptitude is great for cycling cards. I'd chose this before I'd take Jedi Council. Trust Your Instincts is great if you load Rey up with Ascension Guns and then can't roll into any . Cheat like Rebel is great for pulling cards out of your discard pile that you'd like to use again. I'm actually incline to swap out both Return of the Jedi for one of these two.

@Davclarke Your deck looks awesome! And seems like it functions just fine if you can't get out a Launch Bay. Swiftness/FS is such a great combo for Rey! It's a great idea to prevent Launch Bay from getting Deflected back in your face! EaW is going to be a monster for this deck!! Lead by Example on Maz! Oh god, I can't wait!!!

dpuck1998 46

@PoolParty1990 too soon! :)

amazonswe 7

Bem fraco sem remoções deve apanhar que nem um condenado.

Veldryn 2

Have you ever thought about building a poe maz deck centered around drawing cards and throwing launch bay for free with poes special? It keeps it from being deflected, them seeing its coming since this is not the behavior they expect from a poe deck or having to pay the 5 resources. Where is the flaw in this plan?

Davclarke 60

@Veldryn that's an awesome idea, award ceremony relies on 3 character, but battleground draw mechanics don't so focusing on them would likely work well. Plus poe has decent damage if launchbay shenanigans dont work in a given game. Love to see that idea tried out.

PoolParty1990 218

@Veldryn I like it! My only problem is that using Poe's makes it so you can't Salvo Launch Bay's damage. So it puts a lower cap on the amount of damage you can do in one hit ;)

Also I don't have ePoe so I can't try it....

Rhaplanca1001 1

I only managed to get the combo to fire once in 4 rounds at the last tournament I went to... Two times I just got slaughtered before I could draw enough, one time I had 20 cards in hand but didn't draw either Launch Bay... But one round I managed to fire it against Phasma/TIE Pilot/FO with 8 cards in hand, and with only Phasma left alive, Strategic Planning -> C-3PO for the win. It was a fun game. I'm disappointed how difficult it can be sometimes to fire the Special sides to get that card draw going, but I suppose that's just the luck of the dice.