5-1 Infinite GQ (Origins) runner up

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runningonion 1022

This deck takes the cancerous concept of claiming Mean Streets - Correlia to end the round with Hyperspace Jump or Retreat

The idea is to set up a situation where you are claiming as your first action each round to Hyperspace Jump or Retreat, dealing the damage with Planetary Uprising and Drop Zone.

The card draw is primarily to set you up on round 1 with a battlefield swap and 1 Planetary Uprising. In later rounds you want to Swiftness/Seize the Day to play additional uprisings and then claim/jump/Retreat immediately.

Some late game plays include Swiftness into Cheat to bring back a Retreat to claim and retreat. Or to Fond Memories and put your retreats back in the deck. By recycling retreat this way you can get a theoretical total of something like 15 round enders.

Doing the math, even if you only have 2 planetaries out, you do 28 damage after only 6 round enders (4 for each claim, + 4 for the final claim that kills them). If you get the 3rd planetary or drop zones out it ends much sooner. I did not have to really work hard at recycling retreats, because in most games the claim damage goes something like : 2 - 4- 6 - 6 -6, which kills most teams before you even have to use the drop zones (which end up with 4-5 additional damage on each at the end.

I do not recommend playing this deck, it isn't fun for your opponent (they don't get to resolve dice after round 1 most games). It highlights the extreme degeneracy of the Mean streets / jump combo, which needs to be nerfed to give the infinite meta some room to grow.

11 commentaires

chazz 157

Are the characters just there for health and resource generation?

runningonion 1022

The characters don't really matter I just wanted to play in the gq with some underrepresented favorites of mine. The deck is instantly better if you replace luminara with lor San Tekka.

But ideally you wAnt good chances of resources round 1 which is the only round they roll in. There is also a possibility of using a guardian character to make sure the scoundrel lives long enough, be cause the only way to lose is if he dies before you get mean streets stacked.

Articero 881

This deck was utterly confounding to play against, and once it got going there was no stopping it. I played against a couple of decks running Mean Streets - Correlia and Hyperspace Jump yesterday, and this one was by far the most effective. Nice job on the finish!

chazz 157

May I ask what the winning deck was and how it beat you?

runningonion 1022

Winning deck was Beckett iden. He killed the hired gun first action round 2, before I could swap the battlefield. He also pressured my early money with Beckett specials. I still got the lockout started, but had to pause it to get money. He got a claim in and rolled out into lethal, while I had 2 retreats in hand. If I had jump I c o Ulf have c o continued the lockout, but my last 2 jumps were in the bottom 7 cards of my deck.

He played it very well, and I made a few mistakes, like not discarding down aggressively enough to find the jumps.

gh0std0g 1

I thought you could only have two of the same card in your deck. Hyperspace Jump is there x3. Looks kinda fun to play with.

runningonion 1022

Double Down allows 3 copies of 2 cards. The other 3x is planetary uprising.

destinyspb 98

oh, man. This deck looks so disgustingly effective. Waiting for some actions on FFG side to fix this degenerate mean streets - Jump/Retreat combo, otherwise Infinity will remain cursed and totally unfun

DTokz 147

It seems like you may be mistaken about the gimmick...

"Doing the math, even if you only have 2 planetaries out, you do 28 damage after only 6 round enders (4 for each claim, + 4 for the final claim that kills them)."

Ending the round does NOT trigger Planetary Uprising, only the Claim action does. If you Hyperspace away or Retreat, you won't do any damage.

Articero 881

@DTokz This would be the case if Hyperspace or Retreat were being cast with the "play a card" action. Mean Streets - Correlia allows you to claim and then play your card as a part of the claim ability. So you actually use the claim action and end the round at the same time.

It's silly.

DTokz 147

...Cripes, that is stupid broken.