We saw this deck gaining traction on Facebook and in the shadows of Tabletop Simulator, so we decided to publish everything you need to know about it! It’s a quick-hitting deck that frustrates opponents with control cards, while hitting their base with cheap aggro units. Check out the hot, new Deck image format SWUDB just launched!

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This deck is ~60% units and ~40% events, with the goal of ensuring both options are in hand at all times. This balance helps flood the board with cheap, aggressive units; suppress the enemy with cheap, effective removal; and ultimately win the race to 30 (or 25).

Play Style

As an aggro deck, we’re evaluating each unit with the goal of maximizing damage-on-base. This means sacrificing durability in our units- prime examples being Star Wing Scout and Death Star Stormtrooper. We’re also aiming to stop resourcing cards ASAP to be able to play more cards, so the only card we have above our leader’s resource cost of 5 is Fett’s Firespray. The obvious synergy between Firespray and your leader Boba Fett makes it a powerful finisher, able to get 5 damage and set up lethal damage first action next round. When Boba Fett comes out Round 4, we want to ignore his ability and only hit base unless doing so opens up a path to more damage or your opponent is about to overwhelm the ground and you need the 2 extra resources.

The cheap yellow/red removal events Shoot First and Open Fire are the staple cards for clearing units, while Surprise Strike adds flexibility and three extra damage helping you threaten lethal faster. Most importantly, you want to use I Am Your Father to leverage situations where your opponent likes neither option. With the aggro damage you put out, this card can be a super tough decision for your opponent: losing a 4+ health sentinel for instance. Worst case, if they give you 3 more cards, you will likely get more control. Lastly, Asteroid Sanctuary provides some help if the game goes long enough for annoying enemy leaders to enter play (Chewbacca, Luke, and Vader for example) and Waylay can bounce a buffed unit or a Sentinel standing in the way of getting in that extra damage.

The Annoying Reality

This deck is not much fun to play against. It does a good job of getting a lot of cheap units out and getting in damage fast while controlling your board. The game can end with it feeling like you barely played as the opponent. This makes it a prime “Spike” deck- one that doesn’t let the opponent get their plan going.

What kind of cards are we looking to add?

  • More cheap/aggressive units – Units with on play damage effects, or higher damage output.
  • Another 1-2 drop space unit with aggressive stats – We would love to see more Round 1 options in the deck for the space arena.

What cards are on the chopping block?

  • Viper Probe Droid – This was the last unit to make the deck, and it actually replaced Force Choke. In the few games of testing, it felt like we had several hands of several events and 1 unit, so in a hope to alleviate that, we dropped Force Choke. I would love to see another cheap, aggressive unit at 1-3 cost with a damage ability to slot in this spot. We ended up slotting Force Choke back in as a 3 of and Waylay down to 2 of. Outside of some bad draws, the 60/40 split should be fine.
  • Waylay – Outside of a heavy Tarkin or upgrade meta, you’re trying to end the game before you would see a situation where this gains a ton of value. There’s a good chance you replace this when a new card with more damage/a defeat-a-unit ability is revealed.
  • Imperial Interceptor – I haven’t really seen a time I’ve drawn this and been able to get value out of it. Usually, I already have good control of the space arena and would rather just play a unit with higher damage.

Additional Flavor you could slot in

Everyone has a bit spice they add to their builds. Here’s a few options you might consider swapping into the list above.

  • Viper Probe Droid – If you want more ground units, this is where I would look. A solid aggro unit at 2-cost for 3 power. The peek into the Opponent’s Hand can give valuable information.
  • Vader’s Lightsaber – Upgrades can be super powerful. Turning your round four Boba Fett leader into a 7/8 can squeeze in the surprise damage you need to close out the game quickly.
  • General Veers21/30 of the units currently in the deck are Imperial, which is where I’m on the fence of taking a Tribal unit like Veers. Add in that Boba Fett Leader is also not Imperial, and I’ve left him out thus far. You may prefer to play the odds though.
  • Maximum Firepower One of my favorite cards in the game, but it suffers from the same problem of Veers: 9 of your units aren’t Imperial. There will likely be times Maximum Firepower is your only removal card in hand and you don’t have the Imperial units to maximize it. (see what we did there?)
  • Admiral Ozzel – Realistically he fits the bill as a 2 drop with decent stats, and a situational ability that could come in strong. With the units were have in our 50 though, the only valuable targets for his ability would be Boba Fett or Fett’s Firespray, but the Firespray already gets readied.

That’s all for today! Have you gotten any games in with Boba yet? How are you building yours? What’s your favorite deck to play so far? Check out some gameplay below if you want to see it in action.

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