On this weeks installment of Magnuson Madness, we observe a
potentially strong, maybe okay, probably weak ??? lineup… with one twist. This deck will snowball like no other deck can. We’ll be taking a look at a double Executioners, Dengar, Armored Reinforcement for Punishing One deck. When this deck kills something, all hell breaks loose, as not only will you collect bounties, but you’ll be rolling in plenty of extra dice to keep that snowball rolling!
To start lets examine a potential list:
To be clear, when I theory craft lists like this, I typically over-exaggerate the game plan I’m going for, because every once in awhile it pays off, and it helps you learn about a decks strengths. This list probably has too many random extra damage cards, but for all we know, its exactly what we need to guarantee that round 2 snowball. With that aside, lets examine some aspects of this list.
For starters we’re running AR for the Punishing One, trading that second Dengar die for another snowball mechanic. Not only will the punishing one act as another Executioner whenever you get that first kill, but it will also potentially roll out those Dorsal Turrets again, as it’s a ready affect, not simply a roll in of a die.
For kicks and giggles we’re also running the never before seen Executioner’s Axe, and Quicksilver Baton. Both these dice play into the “get 2 dice for the price of one” game plan. While they wouldn’t typically be amazing, in theory their ability to further compound our snowball effect can help ensure quick victories, as the long game is probably not going to go well for us. The Grievance Striker is thrown in just to serve as a solid redeploy option to prevent resource loss in mid game.
Next lets examine some questionable cards. Hunt Them Down and Intense Fire are both meant to do the same thing. Round 2, we’re going to spend one to bump up a 2 damage side to an unexpected 4, and I believe more often than you might think, that’ll lead to a kill and start that round 2 snowball. It’s a neat theory, but it might just flop.
Overall, the goal of the deck is that between the 2-one damage pings of Dengar, 4 damage a round from your character dice, and an upgrade or damage event, you’ll get that 8-12 damage needed to pick up an early kill, trigger a bounty or 2, and roll in 3-4 extra dice. Those extra dice could put 4+ extra damage on the next character, and with the resource/card advantage of the bounties, you’re looking at a won game.
I know I’ve been trying to not get your hopes and dreams raised too high, but I actually do believe there’s real potential here. If you can draw a bounty round 1, the round 2 kill potential is quite real, and should you get that kill, the snowball effect could become crazy. We’ve already seen Executioners do work with Aphra, and I’m hopeful that bounties + Executioners could be a strong combination for an early game snowball deck. Even if Dengar doesn’t end up being strong enough, I’ll be looking for future characters to try out in a similar style deck. In any case, if you’re looking for something crazy to try out, this is your deck! Hope you enjoyed!