How I Met Your Mother (Full Write-up+Guide)

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Icarus 105


Hi, I'm Icarus and I'm fairly new to the SWD competitive scene. This is the deck I'm working on for the upcoming U.S. regionals. I've been in love with hero yellow ever since I started playing the game and Sabine is probably one of the best characters in the affiliation. I believe in the rule that, if you can't explain why a card is in your deck, then it probably doesn't need to be there because you obviously don't know its purpose. So here I go with giving a full deck break down.


Battlefield

Characters

Upgrades

DL-44 Heavy Blaster Pistol: 3 damage sides are perfect, the ambush keyword is amazing with Sabine, and being able to remove a die when you play DL-44 is just the icing on the cake. I can't see a reason not to run 2 of these in your deck unless you either don't have them or want to lower the cost curb of your deck.

Hidden Agenda: Helps lower the cost curb of the deck, opens up your NTMTO plays, as well as your DC plays. My only criticism that it can be a bit slow to set up. Finding the right time to play it(I usually throw it on Ezra) at correct time without throwing yourself off tempo is key.

Holdout Blaster: Not much I need to say here. It's a 2 drop blaster with ambush and redeploy, it's absolutely perfect in this deck. It works amazingly with NTMTO plays and the resource side can help pay for your events.

Second Chance: Probably the most broken card that yellow hero has to offer. The extra health on Sabine will always turn the game in your favor and Starship Graveyard will help you get even more value out of this already amazing card.

Thermal Detonator: I'm anticipating a lot of 3 character decks in the new meta, so this is a personal tech to help and deal with the mono-blue hero decks such as the Kanan/Padawan/Rey that we will probably see popping up.

X-8 Night Sniper: If I owned a second X-8 I'd probably find something to cut so I could run 2. It has the ambush keyword and better damage sides while also having a nifty quasi-focus ability built into it. The ambush alone makes it more than worth it to play it as a 2 of in the Sabine deck.

Supports

Infamous: This is most important when used for some big blowout plays in conjunction with NTMTO. It's a great way to speed up your action economy.

Running Interference: Post errata this card isn't as important as it was, but it still is a very good card nonetheless. It's something your opponent is forced to play around and, when used in the right hands, can easily put you ahead of your opponent.

Events

Double-Cross: I prefer this over Reversal because it costs 1 less and lets me resolve any of my opponents dice, not just damage. Being able to steal a Millennium Falcon special can be huge, or even it's just something as simple as throwing the 3 melee damage side back in Darth Vader - Sith Lord's face.

Electroshock: Short and sweet, it's great cheap removal. Being a mono-yellow deck means I never have to worry about spotting a yellow character which is great.

Hyperspace Jump: The purpose of this card is for those circumstances when you can resolve all your damage an action or so before your opponent can set up. When this occurs, you can play this card to basically screw your opponent out of anything he was preparing to do. Essentially this card can give you an extra turn on damage against your Opponent. With all of that being said though, this is probably the first thing I'd cut from the deck due to it being niche and having a high cost. Quick Escape could be a good replacement for Hyperspace Jump.

Long Con: This card is here purely for discard fodder and the instant 3 resources it can net you. Sabine and Ezra only have three base damage sides together so you might find yourself discarding to reroll a bit, especially on Sabine to hit that sweet 3 ranged side. This could easily be cut from the deck as well, but if you're going to replace it with something, make sure whatever replaces it can still net you some reliable resource gain.

Loth-Cat and Mouse: It's the hero version of He Doesn't Like You. Free removal and when you only have Ezra's dice in the pool, it can be very beneficial for you to play but not so much for your opponent.

Never Tell Me The Odds: This is probably my favorite card in the deck, especially when used in conjunction with Running Interference or Infamous. Not much I cant say about this card, It provides huge burst plays that your opponent will have a hard time playing around.

Smuggling: More reliable resource generation. It gets your Long cons and upgrades in the discard for future use. All around a really solid card for what this deck wants.

Threaten: This card has been tough for me, you really have to know what you are doing to be able to use it correctly. I am 1005 sure that a good player could be able to use this card to great effect though.

Truce: Despite giving your opponent a resource, Truce is a really good card. With it possessing the ambush keyword, that means you can set up some really nice plays with Ezra's special or even the pay sides on your upgrades.


When playing this deck you have to keep a few things in mind:

  1. Your total health pool is quite small so be careful about taking unneeded damage. Never put Second Chance on Ezra, he will never be worth it. Do whatever you can to make sure she can stay alive without sacrificing too much personal damage output
  2. A blaster or two can take you a hell of a long way with this deck. The characters themselves are fairly self-sufficient so they don't need much upgrade support outside on one Dl-44 or X-8
  3. Be careful about when and what you overwrite. Gone are the days of overwriting our upgrades willy-nilly to cheat out as many actions as possible. Always make sure you have the opportunity to overwrite one of your upgrades for a Second Chance, especially if the games drag on.

I do quite a bit of mulliganing with this deck. In your starting hand, what you really want to see is three main things. Firstly you want some easy resource generation (ie. Truce and Smuggling), a blaster (X-8 is pretty good since it's only a two cost, but DL-44s are always great), and some cheap removal(Loth-cat and Mouse, as well as Electroshock, are what you really want). Over than that, you can usually always ditch things like NTMTO, Second Chance, Hyperspace Jump, and Double-Cross in your opening hands because you probably won't be able to play them and there are just better options to be able to use.

You have a lot of really potent burst damage in this deck, so you have absolutely no reason to split up your damage between characters unless it's from a Thermal Detonator. Lastly, always remember to use your Infamous and Running Interference, never let them go to waste.


That's all I've got to say on this topic for now. Please tell me what you think in the comments, I'm really eager for feedback so that I can try to approve upon my build.

Icarus out!

11 commentaires

stiggo 16

That mention of thermal det vs mono blue feels like its targeting a specific deck someone like your cousin might run.

Bigulf 821

Thermal Detonator targets a deck arch type. With the new rule changes 2 char super agro decks took a hit and makes sense that the meta could shift to slower more effiscient 3 char decks.

Icarus 105

@Bigulfthat's exactly my thinking, but is it worth it to make it a two of? With Infamous in the deck the lack of ambush on Thermal Detonator isn't that big of a deal.

FeCaprino 112

@Icarusabout the Thermal Detonator, I'd run at least one as well... Only time can tell if 2 are necessary, it depends mostly on how the meta develops. What would you cut for a second copy of X-8 Night Sniper?

Icarus 105

@FeCaprinoI'd personally cut either the Hyperspace Jump, Threaten, or a copy of Running Interference. I don't feel like the first two are super valuable to the deck and running interference isn't completely necessary when we have access to so much ambush and we play so fast.

talism 36

"Yellow" quote by Kylo Ren - Tormented One, during the spanking session of 2017

Icarus 105

@talismI really glad that deck has been neutered for now. Means other decks can try for their time in the spotlight, like this deck, or a Mace Windu deck, or a 4 character villain list

talism 36

`@Icarus kylo2 isn't going to not be played. Ekylo/FN will still be playable, add some grey in

valsharess1 25

You have a few important differences here that I think are worthwhile to change in mine. Thanks for posting and the excellent write up!

Icarus 105

@valsharess1what are those differences? I'd love to hear your thoughts on how this deck should run

Bigulf 821

Some of my decks differences are that I run Fast Hands for a couple reason.. It gets my turn going faster, I always activate Ezra first hoping for the special, or even a disrupt. Both results really limit my opponents options, and I want one of them resolved b3fore my opponent gets a chance to play that turn. Other reason is I also ru. Thermal Detonator for 3 and 4 deck lists. Fast Hands helps to insure I get to resolve my TD before my opponent can respond. Most other stuff in deck looks simular. I am still undecided on my BF also.. I am leaning towards Frozen Waste and running a New Orders.