1. GENERAL COMMENTS:

2. CHARACTERS:

3. SUPPORTS & UPGRADES:

4. REMOVAL:

5. OTHER EVENTS:

6. BATTLEFIELD:

7. FLEXIBLE CARDS:

8. MULLIGAN AND STRATEGY:

I first saw this deck when I encounteredplaying it at my local, which he later took down. I’ll be honest I had never really considered this pairing during my early brewing of the season. I was really, really, impressed at how well this deck was able to fend off aggro decks with the combination of a massive health pool, solid removal suite and of course a crushing mid to late game with its vehicles running rampant.I was so thoroughly impressed with the performance of the deck, that I decided to tinker a bit with it and try to tune it to my particular play style.Together,, andall combine to make a 29 health behemoth that will make aggressive decks want to cry. I have played many games where aggro decks just simply do not have enough gas in the tank to deal enough damage to kill this list off before its vehicles reach critical mass and end the game.While it is true that these 3 have been chosen partially because of their massive health pool, each of them also individually brings something unique to the table.is of course the cornerstone of the deck. She brings home the resources, with her 2sides. Not only that, while her interaction with theis well known, her synergy with the newly printedreally pushes her over the edge. The ability to continually reset the +1 to resolution is borderline unfair.is an excellent bargain at just 11 points and way too often overlooked. For that cost you get a tanky 11 hit points, an acceptable die (thedamage is quite good, but can be hard to resolve) and an extremely powerfulwhich adds needed consistency to the deck.gives you access to the powerful yellow card suite in addition to being able to stall out the enemies’ ability to remove your ability to spot yellow with his 9 hit points. His die is great, whether it be rolling one of his twosides, or bashing someone for 3andmake up the very potent 2 cost vehicle suite.As mentioned,works wonders with the HWK-290 and Crait Speeder, while theis just a very powerful card, don’t hesitate to use thatto draw cards when your hand is empty, and you are either flush with resources, or in need of re-rolls (this is particularly powerful against one of your worst match ups:).The, and theround out the 3 cost vehicle suite. The Y-Wing is great as a 2 of, and although the meta seems to shift towards resource management becoming easier, and decks generally generating more resources, itsis still incredibly powerful (andmakes it a very reliable side).Thedoes not need to be run as a two of, but I have chosen it as a way to get an advantage over the other vehicles decks with its ability to destroy vehicles (a pity theis not a vehicle). I chose to run 1because of Wedge’s ability to Power Action it to the 6damage side and wreak havoc upon your opponent.Finally theis here as a filler one of. The call between theand theis close, but itsside has the ability to combine with, which is quite nice, and the die is otherwise almost similar.I left outbecause I personally think that 4 resources is too draining on this deck’s economy but you could certainly add 1 or 2 and remove two of the 3 cost vehicles. They are quite powerful, I would just rather be able to play a 3 drop and still be able to play removal.For ramp I run 2and 1(although running 2 Tech Teams is a viable choice as well if you want to clip one of the flexible card spots in the list).is an auto include, its pure ramping power on turn 1 and even 2 gives unreal value throughout the game. Theis functionally your third Rally Aid, even though it’s only half as good. Hitting ramp is really important though, so Tech Team makes the cut!I have also chosen to run two copies of good ol' trusted. His ability to manipulate your dice into resources, discards, focuses, or making Indirect damage into Direct damage, whatever, is all incredibly good and important for a deck like this, so I run two to increase my chances of drawing him on time (and protect againstand mill).I also run a single copy ofto help both give mesides, or fish outetc. that can be a real killer in dangerous match ups. Normally, if you were running anor an, Spot Yellow cards would be very tricky to include too many of in your deck, but Hired Gun, due to his 9hp, is really protecting these cards well and he's not really a juicy target in this character team either.I run 5 single removal cards in the form of 2, 1, and 2. I also run 4 mass removal cards in 2 of bothandserve the purpose of what I call "" removal. No questions asked you can remove a single die of your choice. It is important to have unconditional removal like that for emergencies and they usually come online towards the end of turn 1 in this deck.serves the same purpose, but can lose its potency towards the end of the game when it gets down to 1 vs 1 character territory.are primarily there to take care of dice thatis looking to Power Action.As for the multi-removals:is just the best removal card in standard format, andreally helps extends your already high hp total vs high rolls (exhaustingis usually the best if given the choice).is brutally powerful in this deck withgenerally being the correct choice for opponents to focus down. It is completely back breaking to heal for 4 turn 1 for just one resource. They might not be able heal the Hired Gun (as opposed to the), but honestlyanddo all the work in this deck so I think the trade off is more than worth it.is in there to find, or any other corner cases likeoris the no brainer choice for this deck. It’s basically awhen you win the initiative, in addition to it being a complete dud for non-vehicle opponents. I have heard whispers ofbeing a battlefield for the mill match-up, but I think that’s really playing not to lose as opposed to playing to win.The, andare all flexible, but need to be replaced by other vehicles if you cut them.is a matter of preference as well, but I would recommend keeping at least one. The secondandare also very flexible and could be anything you want!The perfect opening hand would include:, anyis the dream, but don’t pitch another 2 support to try to find one), an additional, and a removal card likeor. If you don’t have any ramp cards in hand, you need to hard mulligan for them, although if you had vehicles in your opening hand I would keep at least 1, if not 2, unless they both are 3 drops in which case I’ll hold onto the better one for the match-up and pitch the other.If you have multiple mitigation cards you don’t need, prioritizeandoverand. Flank is stronger earlier on, and Easy Pickings is always great. If you are playing against a deck whose character dice are going to try to make you discard your hand theare key, but they are otherwise mediocre to acceptable to rely on as your early removal.If you win the roll off it is almost always correct to take, due to the power of the effective free resource it will give you.As a final note, if I lose initiative, I like putting my shields on Hired gun if I have ain hand. I do this as a way to try to corral my opponent into dumping damage onto my red characters so I can make full use of my