Hi everyone, I’m PingguPanda and I’m back with the continuation on Part I: Elite General Grievous/Asajj Ventress. I’ve been away for holiday and not able to play and write more on Star Wars Destiny. I’ll be having few more post that will be upload in the next upcoming days. As mentioned in the previous post (Part I: Elite General Grievous/Asajj Ventress) I will be talking about the Support and Events for this deck. You can find the full build below:

http://swdestinydb.com/decklist/view/12082/egeneralgrievousasajjventress-2.0

Note: I have added a new upgrade – ability to the deck. I’ve added Immobilize.

The reason why I added Immobilize is because its ability is very useful and is able to work well with Asajj Ventress’s ability (“After an opponent discards a card from their hand to reroll dice, you may force them to choose and discard another card from their hand.”). Using the Immobilize action and turning one of your opponent’s die showing and blank is really good especially when it is a character die. This pressures the opponent on discarding 2 cards from their hand to reroll which is really costly. Besides that, Immobilize has 1 disrupt side which is useful because in this build I have included Imperial Inspection.

Support

In this build, I am only running Imperial Inspection (x2) as the support. The reason why I’m running Imperial Inspection in this deck is because General Grievous and Asajj Ventress has disrupt sides on their die and so does Immobilize. Imperial Inspection is good because that allows this deck to return back an upgrade in play that costs 2 or less to its owner’s hand. In the previous Part I post, I talked about how viboknife is so good that it is impossible to defend any melee damage. So therefore, with Imperial Inspection it is now possible to defend from it. If the opponent spends 2 resource to bring in a vibroknife and if you managed to trigger Imperial Inspection then it is almost a waste for the opponent to spend the 2 resource to bring in the Vibroknife. There is only 1 out 6 chance for both General Grievous and Assajj Ventress to roll a disrupt but it is still possible and there is an increase chance when Immobilize is in play. There were a number of times where I managed to Imperial Inspection back the Vibroknife to the opponents hand and saved me from the unblock-able damage. But that doesn’t mean that it is only useful against Vibroknife, it is also useful against any good upgrade that has 2 cost or less.

Events

In this deck build I have decided to put in 9 event cards and 2 of each.

Which includes:

3 Red event cards.

4 Blue event cards.

1 Grey event card.

Firstly, I will be talking on the 3 red event cards. There is no dice control or mitigation for the 3 red event cards, the selected red event cards are Collateral Damage, Imperial War Machine and Tactical Mastery.

Let’s have a look at Collateral Damage, it is somewhat a control card and can be very useful at times depending on situation. Collateral Damage allows you to resolve one or more of your dice showing damage (range or melee) and then force an opponent to lose 1 resource, which is really good especially when your opponent resolve a resource die to get a resource, you can then use Collateral Damage and make the opponent lose 1 resource. One combo that Collateral Damage can be used in is with Tactical Mastery, if you claimed the battlefield and now have the first turn then use 1 resource to use Tactical Mastery (“Spot a red character to take up to 2 additional action.”) and gain 2 additional action and first action is to roll in General Grievous and hope that you land at least one damage side and second action use Collateral Damage and force the opponent to lose 1 resource. Although it does cost you 1 resource to use Tactical Mastery but you still will have 1 more resource so if you rolled a black 3 damage side for a resource side then you can use that resource to pay it when using Collateral Damage. It can be very useful because most upgrade – weapon are 2 resource side or some events are 2 resource cost. Eliminating resources from the opponent is really good because that limits them in what they can and limit their usage of dice control or mitigation event card.

Overall, I guess it is an okay card to have in this deck but at the same time I think there are other cards that can replace this card in this deck but at the moment I still think it is an alright card. I rate this card 2.5/5 for this deck.

Next, let’s have a look at Imperial War Machine. With General Grievous and Z6 Riot Control Baton‘s 3 damage for 1 resource side, it can be quite expensive to pay 1 resource for 3 damage therefore, Imperial War Machine can be a surprise to your opponent. This deck has quite a high consumption of resource and that will leave your opponent to think that you will run out of resource to pay for your damage side but there’s where Imperial War Machine comes into a surprise play to your opponent. This card has been a life saver multiple times. There is nothing much to say about this card an amazing card to resolve one of a red dice showing a resource cost for free.

Overall, it is an important card to have in this deck to help resolve the damage side with resource cost for free. I rate this card 4/5 in this deck.

Lastly, we will be looking at Tactical Mastery. This is such a good card to use when you need to be ahead of your opponent so that you can have that phase going towards your way. Example scenario, your characters are low and health and so is your opponent and you need to have the lead in action so that you can resolve your damage first before your opponent, therefore Tactical Mastery can be that solution. There are multiple times where I need to do the damage first to kill of the opponent’s character before he does, so I use Tactical Mastery and gain additional 2 action and roll in my character and hope to roll few damage sides which is a 50% chance to roll damage side with General Greivous. There is so many ways to use Tactical Mastery. You can use it to resolve your dice and second action to claim the battlefield when you know that if you resolve your dice and then the opponent will claim the battlefield. Claiming the battlefield and having the first move in each round can be very crucial.

Overall, I personally like this card a lot. It has given me the action advantage especially during the start of the round so that I can roll in my character and deal the damage to kill off one of my opponent’s character. Besides that, there is so many ways to play with this card and it is great. I rate this card 5/5 for this deck.

Next up is my favorite card, Doubt. It is one of the cards that I will always include in my deck because it is really good but because it makes the opponent to reroll a die and then either resolve it or remove it, it can be a 50 50 to be either a good reroll or a bad reroll. So far it has done great for me, forcing my opponent to reroll their damage die and rerolled into something useless or even into blanks. It is great to use it on Vibroknife because the dice sides are not that great and the most damage it can do is 1 melee damage or they gain 1 resource. It is important to use it on Vibroknife so that you can remove the unblock-able damage.

Overall, Doubt is a great card and I think it is great against Vibroknife and in general for dice control and mitigation. I rate this card 4/5 in this deck.

There are 4 blue event cards that I have chosen to add in this build. 3 out of 4 are dice control and mitigation and the other one is for damage. The 4 blue event cards are Feel Your Anger, Isolation, Manipulate and Lightsaber Throw.

Firstly, lets take a look at Feel Your Anger (“Count the number of blanks (-) showing on an opponent’s dice. Remove that many of their dice.”). This card works well with upgrade – weapon Immobilize, this allow Immobilize to turn a die into a blank and if the opponent has other dice that blanks then Feel Your Anger can be very good. Even a single blank and taking away a dice can be very good, for example taking out the Vibroknife die out of the pool so that the opponent can not do any unblock-able damage. Feel Your Anger works well with Manipulate (“Turn one of your dice to a side showing blank (-) . Then turn an opponent’s die to a side showing blank (-).”) as well, so with Immobilize and Manipulate there is at least 2 blank side for the opponent and if the opponent does not discard to reroll then the opponent will definitely feel the anger. See the situation and analyze the situation, if there is quite a number of blanks then use it to remove dice that showing symbols and leave the blank dice unless the blank dice are the least important dice. Always good to remove the Vibroknife die.

Overall, Feel Your Anger can be a big surprise to the opponent and can cause a big dice control and mitigation when there is a sum of blank dice showing on the opponents pool. Sometimes it is worth using Feel Your Anger when there is only 1 blank to remove a very important die when needed. I rate this card 4/5 for this deck.

Next up will be Isolation, to me this card is one of the basic blue event card for dice control and mitigation but it is only usable when your Blue Character is still alive because Isolation says spot a Blue Character to remove a character die. As mentioned, it is to remove only a character die but it can be very useful especially against character like Emperor Palpatine which only have 2 dice. Removing a character die out from a round can be give you a huge advantage because some decks rely on their characters dice.

Overall, I have always included Isolation in any of my villains deck which has a blue character because I just like removing the character’s die right after the opponent roll and leave them in disadvantage. I rate this card 4/5.

Moving on, lets look at Lightsaber Throw (“Play only if you have one or more dice showing melee damage. Deal 2 damage to a character.”). Lightsaber Throw can be another surprise to your opponent especially when they think you do not have the damage to kill off one of their character. Lightsaber Throw is pretty much straight forward and nothing much to say.

Overall, I would say Lightsaber Throw can be handy at certain situation but sometimes not so useful so it depends on the situation you are facing. I rate this card 3/5.

Lastly, lets take a look at Manipulate (“Turn one of your dice to a side showing a blank (-). The turn an opponent’s die to a side showing a blank (-).”) As mentioned above, this is a great card combo with Feel Your Anger and also making the opponent to reroll but that would cost them 2 discard with Asajj Ventress’s ability. You can play Manipulate on your Immobilize die and then use Immobilize action (“Remove this die to turn a die to a side showing a blank (-).”) and make another of the opponent’s die to another blank and then use Feel Your Anger to remove at least 2 dice. Besides that, you can just use it to blank any of your die to turn one of their die to a blank to help you.

Overall, it is a great card and it is a 0 resource cost dice control event card. This card works extremely well with Asajj Ventress’s ability. I rate this card 3/5 for this deck.

This is the end for Part II: Elite General Grievous/Asajj Ventress, which is all about the support and event cards. As for now, I think everything is doing alright but there might or will be changes in the future to this deck. Do stick around and follow me for more updates and content on Star Wars Destiny. I hope you enjoyed the series and thank you for reading!

Special announcement, I will be doing Star Wars Destiny game play on Table Top Simulator when I get a new computer setup and microphone. My first game play content will mostly likely be out in late August to early September.