1. GENERAL COMMENTS:

2. THE LIST:

3. HOLOCRONS:

It allows for incredible ramp (by playing upgrades without paying their cost). It allows your non-blue characters access to blue ability upgrades, which they are normally barred from. It stays in the game (by virtue of switching a card in hand for the holocron in play).



4. CHARACTERS:

no

5. UPGRADES & SUPPORTS:

not

6. MITIGATION CARDS:

7. TECH CARDS:

8. BATTTLEFIELD:

9. MULLIGAN STRATEGY:

One of the first articles we wrote whenwas released focused on. An action-cheating aggro pair right out of the box, revitalising good ol'and bringing to the fore the absolutely menacing power of the stand-out support character of the set:Most of what we wrote in the original article still stands and while the deck has lost some of its initial popularity due to the obvious weaknesses of the deck, it is still a powerful deck in its own right and plays out uniquely due to the inherent ability of Cad Bane, and has been included in thefor that very reason.Trying to play around some of the, I've dabbled a bit with another route for the character pairing, leaning more onand less on the unreliable, although powerful ability (and dice) of the Vicious Mercenary. It's a slower deck, requires a different kind of resource management, but can definitely pack a punch when required to!This list is definitely still a work in progress and will change as I get more testing done with it. The following is the rough template of what has worked for me so far, and while nothing is set in stone, I'm pretty satisfied with the performance of theso far, while there's still some work to be done on theThehas always been one of the strongest cards in the game. The resource ramp is absolutely monstrous, and it's honestly a pretty poorly designed card particularly because it's extremely limiting to future card design (even those of us who love the card, but also the game itself, will probably not be sad to see it rotate out). Even if it has fallen somewhat out of favor it's still ridiculously strong and should shape both your deck construction and the way that you play your deck.Theof theis threefold.Another element where the presence of aaffects the game tremendously is the uncertainty it brings with it. Nobody expects the Spanish Inquisition, but everybody should! Look at this situation:Would you asremove theor would you remove the? It's a difficult choice, right! Thecould be power action'ed into a devastating, while thecould make Snoke a powerful late game enemy ifhand suddenly reveals a powerful(and they really all are).In any case it seems as if. Removing the Holocron die could lead to potentially 8 damage from thedice (use theto turn the Cad Baneinto aandone of the two Cad Bane dice) OR it could result in the 2 Focus side turning the Cad Bane Blank into aside, thentheside intoand playing the(or any other Force Ability) on. The combination of Snoke's dice and the inherently powerful Cad Bane dice can make for some truly nasty plays.[We already did a bit on Cad Bane in the original, and while most of it is "" it could still be interesting for you to browse through - and we are reusing bits of the article here as well].is POTENTIALLY an insane character. His die is incredibly strong and so is his ability. Ironically enough it is exactly the combination of his die and his ability which is the problem! Two of his sides are pay sides and they are both some of his best sides, and a normal round 1 for a Cad Bane player would play out something like this:Even though your dice, combined, are showing probably some of the best results you could imagine your damage cap is incredibly limited. You spent all your resources playing the, and haveresources to resolve your bigunless you resolve the 1 Resource on the Snoke die. You'll then be susceptible to removal on theand IF your opponent has mitigation an removes the 3 Ranged damage side your damage cap is 6 Ranged damage, which would require that you spent ALL your dice for that.Enough has already been said aboutin previous articles, everybody by now realizes how good it is, but Snoke also adds an unprecedented level of consistency for villain aggro decks bringing both a 1 Focus and a 2 Focus side to the party.Your bag of tricks might seem less powerful, but by virtue of making theCad Bane dice available right from the get go of round 1, you're making your deck more unpredictable for your opponent, your plays more difficult to call and the tactical avenues more diverse.There are so many great blue Force Ability upgrades available, and choosing the ones that facilitate the win condition of the deck while covering as many of the weaknesses as possible can be quite tricky. This is probably the part of the deck that will vary the most from deck to deck, meta to meta and playstyle to playstyle. Find the composition that suits you the best.I've tried to diversify it as much as possible as well as going for the strongest possible upgrade suite that would fit BOTH characters equally well.is probably one of the strongest aggro Force Abilities in the game., and although the two biggestsides are pay sides, which might spell trouble with Cad Bane already having pay sides, it is an incredibly strong card. It will put pressure on your opponent's removal cards and thecan potentially be devastating: Dealing 1 damage AND removing a Blank (and it doesn't matter if it is yours or an opponents - "cheap" dice likeorcan come in handy here if your ) can be super powerful. Particularly because of the consistency offered bysides.has two decentsides, and theworks great in conjunction with the, while thecan come in super handy if you already have plenty of dice in the pool and just want to make sure you can push through damage. Theis obviously a "dead side" if your opponent doesn't have any, or only few, dice in the pool, but you can set up rounds where you distrupt your opponent's hand withside (even Snoke'ing it for a complete annihilation of it), then using theto make sure that your opponent will not get anything out of the round, and you get to durdle around with's Focuses and maximize your dice. This is a midrange game technique and you might have to reconsider your strategy against certain decks in the meta, i.e.and, whereas it's brilliant against support based decks.is a work horse and is obviously putting in tonnes of work againstanddecks. The twosides can be great when you've whittled your opponent down to one character and Snoke with acan put in massive amounts of damage late game - do not underestimate that! If you do decide to go for an early Force Wave be aware that it requires some resource management. Both of the Specials cost resources, and you might not even want to roll it in (if it enters play from aswitch) in that round.andreally don't need any introduction, but remember that both of these can be played usingas well, although that's probably never going to be the case withare essentially your 9th and 10th mitigation cards, don't let them sit in your hand for too long! Play it,, get on with it!Snoke's Power Action! The ability to gain a resource every time you use the Power Action is just adding insult to injury and you can also choose to overwrite with aor anif you need to recoup the resource.I've added theas a Round 2 or 3 fall back strategy where you just need to cheat out the lethal damage. It's a secondary plan and you should always mulligan theout of your starting hand and I'd not recommend playing it in Round 1 unless you have no other choice. Your plan is to lure your opponent into targetingand then upgradewhile they try and take down. There could be an argument for replacing thewithbecause the latter has, but in all other respect the Night Sniper is really superior to theYou might be a bit low on theupgrades that furthers your win condition (you're running just 6). If this is your gut feeling, you might want to go all in on the Ability upgrades and drop the two X-8 Night Snipers in place of two extra blue Force Abilities that can be played with the, and you might want to consider the following:is as always really good, and while it only has 1 assured damage side, and it's pretty bad, theare super powerful and I also feel that in the current meta that themight come in really handy.is a funky card. It is vulnerable against decks that are able to mitigate your base damage sides, and is mostly included as a backup plan againstand. Being able to remove an, aor a, and thereby severely limiting the execution of your opponent's game plan, can be potentially game winning. Having aand aside isas having two 2 Ranged damage sides (i.e.). You areflush with base damage sides so they all really matter!!In my first iterations of the deck I included, and while it's been a staple in yellow villains since Awakenings, it just doesn't feel right in this deck. It might go back in though because nobody can really doubt its strengths.(for some resource disruption) could also be a card that helps putting pressure on your opponent (remember there's a modified resource side on your holocrons as well).Your removal suite consist of 10 cards (including the two), and as stated in the preface, I'm still not entirely set on the composition. As thethere are a number of cards that used to be auto-include that are becoming fringe cases now.Zero cost mitigation is good, and you'll want to see eitherorin your starting hand.is crazy good against characters likeand, whilehas lost some of its umpphff with so many characters with crazy good dice out there.is a one-off because while it's good at removing your opponent's best die, you'd rather not want it in your starting hand as you'll need most of your dice in the first couple of rounds, also considering that at least 1 will be removed by your opponent.has been included for those games where you need to remove several dice, i.e., etc., but I honestly think thatshould go into this slot.potentially affects 3 dice, hard mitigates one and doesn't have any spot requirements.for those blow out rounds against vehicles andis really crazy good with Cad Bane's die for the infamous(listen to Mads Utzon's talk about that here in the YOUR Destiny Podcast ).is almost a no-brainer in a deck boasting this many big damage sides as well as focus sides. A single 1 focus on aor on adie can set in motion an avalanche of damage.is a classic by now in Yellow villain decks, and remember that Bait and Switch plays can be made to facilitate the game winningplays if you have the resources, i.e. Bait and Switch a Snokeinto a, with the Ambush Action you play. Then you annihilate something from the table. Bait and Switch can also be used to great effect on aside to flip it to aand resolve it with theaction.You chances of rolling focuses on Snoke's dice are (just in case you're wondering):= One of any Focus side.= At least one 1 Focus side= At least one 2 Focus side= One 1 Focus side and one 2 Focus side= Two 2 Focus sides.This means thatplays are more than likely to happen since you in reality just need 1 Focus to set it all in motion.is a tech card to protect the deck againstanddecks, but it can potentially work wonders against a plethora of decks that are either scarce on resources or needs every last one of them. A well timedcan give you exactly the time you need to get your dice out and resolve them for a kill before having a character defeated, and although it's expensive it can also be used to make sure that your dice are not being mitigated. Because of theyou also have the ability to ramp without any resources yourself and this deck generally has plenty of access to resource generation.really doesn't need any introduction. It secures your dice by removing mitigation from your opponent's hand.I added a single copy of, and I'm honestly not sure where I'm at with this card. It can be an absolutely massive blowout card potentially destroying a round for an opponent. It works wonders against characters like Yoda or Rey because Cad Bane's dice are some of the best in the game recording a whopping value of 9 on each die compared to other characters whose dice you'll be happy to see out of the pool (needless to say, you don't want to go toe-to-toe in awithor):As opposed to the gun/action cheating version of Cad Bane/Snoke, this version does not play out fast, which means you are looking for a battlefield which is not too damaging to you.My 2 preferred choices are, which helps out withdice as well asand the, while theis great against decks that gather a lot of resources. Currently I'm more in favor of Ewok Village, but that's because of mill, while I generally tend to think that Rebel War Room is the one that fits this deck the best.Against 3wide or 4wide you want to see acombined with a, whereas against 2 wide you probably want to see ainstead. Thegives you an additional focus and allows you to action cheat while thegives you plenty of possibilities in your opening hand:You can read more about how to mulligan in our game theory article on the subject Remember that as ayou have early access to most of our articles. Go to ourto find out more!