Recently got into the game with a deck that a buddy if mine built for me: Jabba Yellow. The basic idea is that I play as many capture cards as I can to control the board with a mid-rangey mix of units, and then steal them using Dryden Vos and overrun my opponent with card quality. Additionally, I play 3 copies of Maul since it’s just a really good card and 3 copies of Rancor.

Now, I’ve only tried the deck a handful of times and have been somewhat pleased with its performance. However, after I’ve added two more copies of Dryden Vos to complete the playset, I’m afraid that I might not have enough ramp (or none actually) that would support the high-energy-cost-leaning curve of my deck. I used to run 3 copies of Resupply but cut them all because I felt like they were dead draws whenever I did draw them. Ordered a playset of Technician as ramp but, again, I’m wary that it might be too little ramp.

Should I run both 3 Resupply as well as 3 Technician? It feels to me like Resupply is just a dead draw most of the time since I’m not developing my board state and don’t have anything to contest it with.

Ty :)

  • Firestorm Druid@lemmy.zipOP
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    2 months ago

    I’ll make sure to do that, thanks.

    Do sideboards exist in the game that you can swap cards from in between matches in best of 3s? Maybe Resupply would be a sideboard card for me

      • Firestorm Druid@lemmy.zipOP
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        2 months ago

        Ok, I’ve got a decklist now: https://swudb.com/deck/sLQpmaaoHLryy

        I tried making a couple of changes to the base deck I received initially. The idea is that I have a couple good units that bridge the transition from early to mid-game via Reputable Hunter and Hunter of the Haxion Brood (former is effectively a 2-drop with Jabba’s ability). Then move on to 4-drops that can contest the board well, leading to my heavy-hitting “7”-drops (Rancor is effectively a 7-drop with Jabba), with Dryden being part of the whole capture shtick. I wanted to play 3 copies of Dryden but decided to cut one copy because my deck is very top-heavy and Dryden by himself doesn’t do all too much overall.

        I want to add two more copies of Shoot First to trade favourably with early units, didn’t like Ma Klounkee too much even though, on paper, it seems like pretty good removal being able to play an Ambush unit again. I cut Frozen in Carbonite in favour of Strike True because Strike True is actual removal instead of just a combat remover (that doesn’t even get rid of Sentinel - was quite relevant a couple times for me). Relentless Pursuit and Take Captive mainly synergise with Dryden and Relentless Pursuit specifically allows for better trades with my bounty hunters. Overwhelming Barrage is by far my best removal spell. Never had a situation where I was not happy to have a copy in hand. I used to run the 2 Asteroid Sanctuary and 2 No Good to Me Dead and did like both but decided to get rid of them because a simple exhaust doesn’t cut it, I think.

        Cards I am still unsure about:

        • 4-Lom + Zuckuss: 4-Lom is usually pretty ok with his Ambush. Zuckuss, even though very stat-efficient, didn’t provide too much value, I feel like. Obviously, the combination of the two can be amazing and their costs allow for a smooth curve, but I cut a copy of both. Thinking about adding a copy or two of Bossk instead because of his triggered ability that seems pretty strong for just a single energy more.

        • Space units: Currently only running five of them and found that once an opponent plays more space-focused decks, I struggle quite a bit. I do have a number of removal cards, but I don’t have much to contest space. The couple space units I do run are pretty good, I think, as TIE can buff pretty much anything in my deck and the Defender’s shield is also pretty good. Should I run more and different ones too?

        • Bazine Netal: It’s good disruption but very bad in terms of stats. One copy might be cool but then that would dillute my pool of good units to play on curve. Maybe a side-board card?

        • Waylay: Seems like a pretty decent tempo card that could cost my opponent another action at least and another turn at best. But it costs 3 and is not strictly a removal spell like Strike True.

        • Strike True: It’s pretty strong with my 7-drops in that I can also get rid of leaders (pretty much the only removal that does that in my deck), but it relies on a unit on board. Not sure.

        • Toro Calican: Used to be in the deck but didn’t like him too much. Usually didn’t feel too impactful compared to my other 3-drops. Maybe I’m wrong though.

        These are my thoughts for now. I’m very curious to hear what you think. :)