1. SPANISH NATIONALS 2018



2. BALLS!

3. DECK LIST

4. CHARACTERS:

Consistency Durability Burst



5. IBAT, DESTINY & LUKE'S TRAINING:

6. UPGRADES:

7. MITIGATION:

8. TECH CARDS:

9. ALWAYS GO ALL IN!

10. PLAYING THE DECK:

players everywhere have become accustomed to the dominance ofdamage and! Gone are the perceived happy days of aggro decks dueling it out with lightsabers and blaster pistols.The weekend of, with both theandbeing decided, did not look likely to change any of that as the field of players was packed with cookie cutter template villain decks. The internet was already creaking with discontent. "", "" ... ""! You know how it goes ...It was in such dark days thatstepped up to the plate and became the hero we had all been waiting for. Maybe not the hero we had expected, but at least the hero the game so deserved!Let's just admit it! It requiresto bring adeck to a 121-man event expected to be rife withand "" size guns.Those giant brass Cojones might have a positive impact on the meta as we slowly transit into, before reshuffling everything in 2019 when the first wave ofhitsas thecomes to an end!In an insane world bringing a 3wide monoblue character pairing boasting just 2 inherent dice with damage sides (and one of them beingin the game -!) might not look like the smartest choice, and it will have raised an eyebrow or two that this was not adeck!But having mulled over the deck for a bit it might actually not be that insane after all!So, what is it that we want? Well ... for most decks the following are vital strategic points that can make your tactical choices throughout a game much easier:is important in a game riven with variance and circumstantial effects,ensures you'll live to see victory, which is becoming increasingly more important as the game gradually moves towards favoring decks with constant high damage output, while the ability to, a skill previously mastered byand currently by, is often what it takes to circumvent mitigation and put an end to even an opponent's best laid plans!Any deck that will hope to do well in a competitive environment should be strong on all of these 3 points OR be extremely dominant on one or two points to make up for the weakness in another, i.e. the aforementioneddeck is probably one of the mostdecks in the format, but has incrediblepotential, whilehave very lowpotential, but a stupidly high level ofNow, looking at it from this perspective, the choice of characters for this deck does make more sense. This is not to say that other monoblue 3wide character line-ups doesn't also make sense, but that's really not our business here.First of all,s are much more resilient than they first let on. Despite all their vulnerabilities, and there are a fair few of those as well, the easy access toand powerful(which in a monoblue deck is amongst the best in the game) can make even an 8hp character likehard as nails.Cards like, etc. all work to turninto strengths, bad luck into fortune and underwhelming characters into machines (well ... sort of!).And then there's of coursehimself asis known across the galaxy, who continuously show up to save the day for heroes. He's the power that makes your well-oiled machinery move, whether it'sordecks.turns risky plays into certain plays, and all but removes variance from your strategic analysis of the possible plays at your disposal. He engineersand, while also facilitating your burst plays that can wipe a character from the board without interference. He might not have any inherent damage sides, but he's as lethal as they come, and he's still (in a vaccuum) at 13 points elite THE most broken character inYou want to keepin the game as long as possible usingandas functional meat shields, which is easier in a meta gravitating arounddamage. He is a target, not the obvious one, but once players start figuring out how this deck works, you need to preserve him for his strategic importance and all that he accomplices for your plays.is essentially the anti-thesis to. She's unreliable, boasts a horrific die, but also one of the most bonkers. She was actually considered broken beyond repair for most of theandmeta, until she fell irreparably out of favor. Well ... it was also due to the fact that the game slowed down, which then made herseem less awe inspiring, but it is still incredibly powerful to be able to make non-interactive plays. They create situations where you can maximise die results or play around situations that would otherwise be devastating. Just think about - how often have you not been in situations where you just needed that 1 extra action!?got your back!Normally, I'd almost never recommend playing, and would in most instances recommend playinginstead (), but your dice are appallingly bad at theplays as in! You don't have any of the big die sides available that would normally mandate ditching, and you need some kind of ramp in your deck.Sure, you have, but you need! Your ability to flood the pool with upgrade dice is what makes this deck work, and without them your are a sitting duck waiting to get shot off the board.might not work with, but it has 10 other targets in your deck and should be profitable in round 1 and 2, while you might consider pitching it to re-roll as of round 3. You are not digging hard for it, but should obviously keep it in your starting hand!There's a 1/1 split betweenandwhich is an interesting choice. Destiny is actually bad early on in this deck, but can be amazing in round 2 and 3, unless you can get a round 1down in which casecan be bonkers!is a really interesting choice, and I for one dig it! It allows you to recyclefrom your discard pile, gives you a bit or ramp potential including playing a round 1, and does look like good value in this deck. You can pitch ato reroll dice and recur it withimmediately afterIt's a great tech, serves as a bit of protection against Thrawn, who has seen a spike in popularity, and might be a trendsetter similar toinventivetech atandare your 4 redeployable upgrades, and they are all excellent value. None of them have paysides, which is important to the resource economy of the deck (it is in fact only thewhich does have a payside of all the upgrades), because you need to be able to play at least 1 upgrade every single round.I might be inclined to do a 1/1 split withand, mostly due to the fact thathas crazy good value with Rey, but I understand why theside might steer some players away from it.is INSANELY good when equipped on, and is definitely the best side on him. The loss of 1 resource might not sound like a lot withandaround, but not all decks have the luxury of unlimited funding available and it is much more disruptive than it seems at first glance!is just great and you should consistently be able to find a base Melee side to support that big +3 side.is GAWD-TIER in the current meta. The ability to decimatein the blink of an eye cannot be compared to anything at the moment. You can play this card round 1 with Luke's Training, and although it's a combo-piece don't focus your play on it! Same goes forwhich is still an absolute monster of a mitigation card although the resurgence ofmeans you need to stay alert!You only run 2 Ambush weapons:, but it is starting to look increasingly good. With so many deck relying on Force Illusion to keep them alive it's always going to pose a danger! It is also an excellent way of action cheating damage through or set up some devastating plays.goes into the same category! You want one of these bad boys in your starting hand!You are running 7 mitigation cards + 4 pseudo mitigation (and), which mans you should be able to see 1-2 mitigation cards every roundis chosen over, and that's not an easy pick, but removes at least 1 die and has a pretty high ceiling. I'm not sure which one is the better to be honest. It's probably very much a qualitative choice for any player.is not as powerful in this deck as in most other blue hero decks. It requires dice in the pool and your are not gifted with a lot of native Melee sides to sacrifice, althoughside can always come in handy!has been on and off my "" list for a while, and although it is incredible againstand, it also sucks against a vast array of decks. On the positive side it's 0 cost, which is important as you want a 0 cost mitigation in your starting hand.Your dice most suck at thebattle, so do not go into that one lightly! But it does affect 2 dice, which is great, and the spot requirement is easy-peazy!CAUTION could be a 1/1 split with Pacify, the latter being more versatile, but keeping your characters alive is even more important and Caution excels at it! 3 addedcan be a tough roadblock in a pinch and can even work as a deterrent to make your opponent focus their energy elsewhere - maybe saving a character for another round! Be sure to sniff out thoseandbefore playingYourare both one-offs, and they can both be lethal!You'll most likely be looking at 3-4 upgrades Round 2, includingandmeaning that you get a lot of mileage out of, allowing you to resolve aonas potentially adamage or aonas a, or annihilate your opponent's hand with afrom either of your 3 characters! I do think it's shrewd to leave it as a one-off though!is the go to out-of-hand damage card for blue heroes. You are not blessed with too many Shield and Melee sides though and might at times struggle to meet the requirements.love- and we were happy to see it find its way intorunner-up deck!This deck is a meandeck and incredibly deceptive. It doesn't look like much at first, but a well-timed All In can bypass most mitigation and turn an innocently looking boardstate into a jedi frenzied killing machine capable of taking down most characters in a heartbeat.Average dice quickly becomes lethal damage that can wipe one or more characters! This can even be facilitated almost uninterrupted if you play theon, use theto activate andto play theThat'sonon aandon aThis is not a forgiving deck to play. You need to maximise every round and be sure to know when and where to play yourweapons!You will want to see a starting hand similar to this:And you are looking to try and play both upgrades round 1, harvestingfrom bothand any other die allowing you to. Then you are set for round 2! Use Ezra's Power Action to filter through your deck before starting to play upgrades, but after your opponent has picked cards from your hand (, etc.).Keepingalive is paramount! But I guess you already realised that!Your health pool is one of your strengths in quite a few match-ups and you'll be on par with or even superior to most other 3wide decks. You should even be able to hold you own against the otherwise very unfavorablematch-up!