Four Leaf Clover R5x5.v2

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Four Leaf Clover R5x5.v1 0 0 5 1.0
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Rassilon5x5 10

I wanted to create something that could counter, and relatively aggro more quickly than other high health, multi-character oriented (support) decks (specifically Ciena Ree, Guavian Enforcer, and 2x First Order Storm Troopers).

I wanted to create something that to hold out against, and dish back damage at fast aggro decks.

I wanted to create something to hold out hold out against mid range blue aggro decks and dish damage back.

I wanted to create something that could operate with minimal cards against mill decks and still dish out damage.

Based off support oriented versions of this character line up, hopefully this is an answer to those requirements.

4 characters.

Two color deck.

32 health.

Good damage with minimal upgrade requirements. Energy Slingshots are good for Ezra and the Rookie Pilot. The Jetpacks are great for the Hired Guns.

Good resource generation and cost curve. Two characters, that, though they require resource costs, they also generate good resources. Upgrades that don't have any resource cost sides, and aren't too demanding on resource costs given the deck's ability to generate resources. Lastly, cheap events.

Good healing and shield capability between upgrades and events.

Decent dice mitigation, from events and infiltrate ability upgrade, all oriented toward re-rolls against multiple dice, versus removal of dice, which forces discards for re-rolls.

Moderate focus ability through upgrades and supports, especially Maz's Goggles, and C-3P0 for quickly needed resolves.

Moderate disrupt capability across characters and upgrades.

Low to moderate, with a chance for limited high burst discard ability to finish off a series of bad re-roll discards by an opponent. Welcome to the Four Leaf Clover!

Maz's Castle seemed the least opponent friendly choice, and if you are able to clai against slow decks, it should add nice utility to this deck. I'm thinking that no matter the opening dice roll, I might want to let the other player use their battlefield, and gain the shields. Because of this, I've thought about adding the Ascension Gun in order to still use Maz's Castle. If so, I think I would replace the Jetpack.

10/29/17: First test was a win against a Ciena/Guavian/2x FO Stormtrooper vehicle deck, but, my opponent rolled badly and pulled their heavy hitting cards late in the game, and I in turn got plenty of defensive capabilities out early and rolled moderately or worse. So, with plenty of defensive capability to hold out long enough to peck at the opponent's characters I eventually pulled off a win. It was a long game. If my opponent had rolled moderately it would have been close, and if they rolled well, they probably would have eaten through my defenses too quickly. Given this, I feel like the deck needs more weapon upgrades to balance its defensive capability. So, with that in mind, I made the following changes:

2x Lone Operative for 2x DL-44 2x Jetpack for 2x Holdout Blaster 1x C-3PO and 1x Maz's Goggles for 2x X-8 Night Sniper (this choice may hurt my ability to get the very useful former 2 cards out, but, it does increase the possible speed and amount of damage output I feel like I need. Ascension Gun may be a better choice than the X-8's to cycle through the deck with its special if I can't get or control my battlefield, but first, we'll see how these change ups work.

For the second play test after the above changes, I had another win against the same opponent and deck, this time a much much closer game. Second adjustments:

Removed 2x Energy Slingshots and replaced with 1x C-3PO and 1x Maz's Goggles.

I felt that these were just too important for dice manipulation in this deck and needed increased ability to draw, or replace if removed.


Thanks to user Icarus for input on the first version.

Thanks for looking, and any comments, constructive criticism or input is welcome!

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