Hi everyone, I’m Timothy with PingguPanda Gaming and I’m back with a brand new series of deck tech. It is been a long time since I’ve posted something here, it is because I was packing and get ready to leave the UK to go back to Malaysia for good and I’m now back home in Malaysia and recovering from the jet lag and here writing a new post. Previously I have done 2 deck tech, which can be found in my previous blog posts. This series will be on the deck that I have been playing constantly for 2 months in Store Championships and Game Night Kit and had some great success with this deck. The deck tech will be separated into 2 parts, the first part will be on Battlefield and Upgrades. You can check the full build here. This deck build is also known as Vader 9’s or Baby Traitor.

Note: There might be changes in the future but this is so far suitable to my playstyle and it suites towards what I look for in this deck.

Battlefield

The battlefield that I chose for this build is Moisture Farm because this deck heavily relies on resources. Both Darth Vader (Dark Apprentice) and FN-2199 has a side with damage which cost 1 resource. Besides that, attach upgrades – weapons on FN-2199 can be costly and this deck suffers heavily when there is no available resource. There were so many times where I need a resource to use an event card to dice control or mitigation but I was not able to get that resource for it in time. Overall, I would say that this is one the best Battlefield for this deck but there are other options for Battlefield such as Starship Graveyard or Rebel War Room. Try to aim to claim the Battlefield as fast as possible because that 1 extra resource is really important and if you win the roll out to choose battlefield then always choose yours because your battlefield is much more beneficial to this build rather than other builds.

Upgrades

Before I start going through the upgrades in this deck, many will question on why is there so little upgrades and why not add more upgrades to fully utilize FN-2199’s ability (“After you play a weapon on this character, roll that weapon die, if able. You may immediately resolve it.”) but there are reasons why I decided to not go with many weapons and only go with less amount of upgrades – weapons. I prefer having a consistent amount of weapons on FN-2199 and rolling him in for maximum potential damage besides that since it is a very aggressive deck there is a need of event cards to help dice control or mitigation to help keep Darth Vader (SoR) and FN-2199 alive. The last reason is that it suits my playstyle and strategy of this deck for me. I would definitely recommend playing a deck that is fun for you and that you will enjoy and a deck that would fit your playstyle.

There is a total of 10 upgrades, which 8 upgrades are weapons and 2 are ability. Among the 10 upgrades, it is best to mulligan for Vibroknife.

Force Illusion is a great card and will definitely help this deck on the defensive aspect and keep either Darth Vader (SoR) or FN-2199 live longer. I do not put Force Illusion until the need to, this deck is really aggressive can output a lot of damage, therefore, forcing your opponent to either dice control your dice or just taking the damage with that being said most of the time your opponent will focus on not dying and focus on dice control and mitigation and will result in less damage coming to your way. Against aggressive decks, you then might need to put Force Illusion as soon as possible for the defense but only put it before your opponent pulls out their Vibroknife.

Next up is Lightsaber, it is an alright upgrade and it can be very useful at times. It is great to attach Lightsaber when you do not have your Z6 Riot Control Baton although the dice sides for Lightsaber isn’t that great, it can be great at times. (After all it is a dice game and it is random.) There is a 50% chance of getting a damage side on the Lightsaber dice with one being a modifier side, +2 melee damage. This can be a temporary weapon before getting the Z6 Riot Control Baton. Rather than having 3 resources and not doing anything with it and waiting for other weapons, it can be good to just use it on the Lightsaber and if you get the Z6 Riot Control Baton or Rocket Launcher then you can swap it or spend another 3 resources for it if you have the resources. Besides that, it is great because it is re-deploy.

Up next is the legendary red weapon of Spirit of Rebellion, none other than Z6 Riot Control Baton. There is no way you can not put the Z6 Riot Control Baton in any FN-2199 decks. It is probably one of the best red villain weapons so far because it has 3 damage dice sides, it is re-deploy and you get to reroll after the die is rolled into the pool. It is amazing, imagine rolling a blank and you get another chance to reroll it for free without any cost or cards. Overall a really good weapon for melee decks and works extremely well with FN-2199. Works well with both Darth Vader (SoR) and FN-2199, no matter who you attach the Z6 Riot Control Baton if that character falls then it will redeploy to the next character and both Darth Vader (SoR) and FN-2199 does great melee damage.

Next, let’s take a look at another red Spirit of Rebellion weapon but for both hero and villain faction. Rocket Launcher is one of the best red weapon in the Spirit of Rebellion set because it has 4 damage sides and hits like a truck. Both Rocket Launcher and Z6 Riot Control Baton is amazing for FN-2199 because of FN-2199’s ability. Attaching Rocket Launcher on FN-2199 and using FN-2199’s ability to roll Rocket Launcher die in and resolve it if possible and then rolling in FN-2199 in gives you 2 opportunity to do output damage with the Rocket Launcher. Which gives you a minimum of 4 damage each to up 2 different characters (If you roll special twice.) and up to 8 damage counted if you roll the 4 range damage. Although is the damage is high and seems great but every damage side requires to spend a resource and this deck is highly dependant on resources but there is a way to cheat without spending a resource, which is to use the Imperial War Machine card. Overall, I personally think is good on FN-2199 and not so much on Darth Vader (SoR).

Last but not least, the all amazing and great Vibroknife. This is my personal all time favorite weapon in both Awakenings and Spirit or Rebellion sets. Hands down the most dangerous and vicious weapon when it is out on the field. Although there are many ways to counter Vibronkife. I will make a separate post on how to counter Vibroknife. Vibronkife is great because no matter what symbol is shown of the dice all melee damage is unblockable plus it has ambush keyword. This card works well with both Darth Vader (SoR) and FN-2199. Play Vibroknife on FN-2199 and rolling it in with FN-2199’s ability and resolve it if possible and with the ambush, you can either attach another weapon or roll in a character. If you roll in the Vibroknife with FN-2199’s ability and managed to get a modifier damage then leave it there and roll in Darth Vader (SoR) if possible. Vibroknife deals unblockable damage and ignores shield and even Force Illusion.

That’s it for this deck tech guys and girls! I hope you all enjoyed this part I of this deck tech and do give this deck a try, I’ve been playing it and have found great success in this deck against top Tier 1 decks but most importantly I really enjoy this deck very much. If you have any questions please do leave it in the comment section and I will answer your questions. Stay tuned for the second part of this deck tech and much more content coming soon to your way!

Thank you! (: