Today we’re going to have some fun with a rather silly but potentially brutal deck. We’re looking at Wedge, elite Saw, and Profitable Connections to give us that extra turn 1 boost.
Our battlefield is Weapons Factory Alpha, to give us that turn 1 resource potential as well as likely never helping our opponent.
So here’s the list:
Let’s start by talking about the purpose of the deck. It wants to come out of the gate and just pour indirect damage at our opponent. While Wedge is only one die, his PA is essentially an additional focus every turn, and the extra points gives us that 3 resources turn one, which really helps us play those early vehicles. Our goal is to draw a 3 cost, or a Falcon with Refit, and just throw out that turn 1 vehicle. Use Wedge to guarantee the best side, and hope we can hit some good sides on our character dice. Keep in mind that all of our starting dice have Vader level damage, which is insane, we just have to deal enough such that our indirect damage overwhelms our opponent. This will be strong against lower hp, 2 character decks, but 3 wide and 4 wide could definitely give it problems.
So let’s take a look at our support suite. We have really 2 categories, supports we want to play, and supports that would be nice if we can afford them, but if not we’ll chuck them with Saw for that spicy 4/5 damage. In the first category we have a single Fang Fighter, Y-Wings, and Resistance Bombers. All of these can be dropped turn 1 with ease, and you can guarantee a great side with Wedge. In our “it would be nice to play these” category, we have a single Falcon, a single Ground Battalion, U-Wing, and Pirate Speeder Tank. Now we do have a dream play here. If we start on our battlefield, and draw Refit with a 5 cost vehicle, we can play it turn 1, neat right? Another cutesy play I’d like to highlight is that if we’re on our battlefield, Ground Battalion essentially gives us a resource every turn, as he’ll give us control of Weapons Factory Alpha. I suppose I should also point out that we have a C-3PO in there to help guarantee Saw specials.
Taking a look at our control suite, it’s rather minimal at this point, with just 8 cards. I’ve found that especially in vehicle decks, it takes a good long while to figure out the resource curve, so you need to keep resource gen and support cards in there, taking up a lot of slots. Once we’ve perfected the curve, we can begin adding in a couple more control cards to get to that 10 cards (1/3rd of your deck). We’re running Crash Landing, Field Medic, Loth-Cat and Mouse, and Pinned Down. These are pretty straightforward, the only thing I’ll point out is that Saw clearly has the most value in his dice so redirecting damage onto Wedge should feel good. Especially when we can do it for free as we’re trying to go full agro and don’t really want to spend anything on control.
What do we have for resource cards? Well we’re looking at 1 Rally Aid, 1 Mobilize, and 2 Refits. Refits are nice because it’s essentially an Ambush resource with no downside except on Resistance Bombers, while Mobilize can be played turn 1 for that free resource, or chucked with Saw for 3 damage. Rally Aid should do nicely as both it and Saw’s ability want us to reduce our hand down to supports before making use of them. (Saw special can be used on your own hand, so you play/discard any cheap cards leaving your high cost vehicles, you can Rally Aid one of them, and special the other). I’m unsure if this is enough, we may need more since neither Saw or Wedge generate resources, but hopefully that turn one boost is enough, and Saw and Wedge’s dice can carry the early game.
Looking at aggressive cards, we have several decent ones. Friends in Low Places will be huge as it both prevents them from removing our key vehicle dice, while also telling us if Saw’s special is good against our opponent this turn. Locked and Loaded is beastly as it can turn our character dice to show 6 damage for just 1 resource. Finally, Strategic Planning is quite solid on our big vehicles, especially since we get that free focus, so we wont need to re-roll as much.
Taking a look back at this deck, it seems like it could be ridiculous. Playing a Pirate Speeder Tank turn one and dealing 12+ indirect damage seems above the curve. However, we have only 3 character dice, and it remains to be seen whether indirect damage will suffer too much from not being able to kill a character. I toyed around with the idea of Planned Explosion. A turn one Resistance Bomber could be turned to its 6 side using Wedge, and all we need is 4 more from our character dice, so maybe you should try that version to help finish off a character early. In any case, the deck looks like a blast, and I hope you enjoy it if you try it out.