1. GENERAL COMMENTS:

2.CHARACTERS:

3. UPGRADES & SUPPORTS:

4. EVENTS:

5. BATTLEFIELD:

6. MULLIGAN OPTIONS:

The deck known locally through testing as, and since christened, is the brain child of, who took it to second in the swiss rounds, at the UK Championships, while I managed to take it to 1st place after 8 rounds of swiss. Miles had been trying to make this work since the game came out, and he has tried various character combinations, initially revolving about General Veers. With the release of, and the power monster that is, Miles finally found an effective 4dice start, for the deck., I ran as his gauntlet opponent, trying all sorts of decks, 3 wide Mill,, etc, and I just could not reliably beat it. After about a month and a half of weekly testing, our group had settled on a deck, although I couldn’t makehappen for me, until the big day itself.Each one brings something important to the deck.as seen at the UK Championships and beyond, is a true monster in the game, with his, turning mediocre dice, into great ones and great ones into game winning AMAZING dice.drives the deck's power. With twosides, she reliably brings the most important die face to the deck. A singlerolled on, becomes three when you factor inOnce you have a number of vehicles, on board, and have amassed spare resources, she allows you to activate your big vehicles several times a round. Remember how terrifyingwas when it got used twice a round? Well turn that into an4 times in a round or aFinally we round out with, who initially was an overlooked character. In this deck he hason his die, with his special having no effect. However, all four remaining sides are fantastic. The resource has been mentioned already, but two faces dealing 2 damage, which can become 4, with Snoke's Power Action, on a 9 point character is a big deal. Combined you get a huge, for your opponent to chew through, which allows enough time for the supports to do their job.First lets take a look at the Upgrades. Twois all we run. Our characters are not the win condition, so we are trying to build critical mass on our supports, as quickly as possible. With ais normally the target for the firstPlaying one on your first action on, you are reliably looking at generating, just from those two dice (you are netting 5 resources as you also need to pay for the cube). Also remember that it’s a fantastic upgrade to have, in the current Mill meta.The decks win condition, is centered around the larger supports that we are running. Two each of the, andOne of each can potentially doin a single round, and no deck will ever survive that. All bar thefeaturedamage, which allows you to attempt to focus a character down. They can also be reactivated using, for even more damage (except the Planetary Bombardment which isa vehicle). It also means mitigating the vehicle's dice, doesn’t necessarily make you safe from it.Theoften does damage as soon as it appears. Every die side bar the blank, is huge, betweenanddamage, and, severely hampers your opponent's plans, be it killing a character or stopping control and board state building.The remaining supports perform individual roles, and all apart from the, are uniques, both on the table and in the deck., brings resources and focus,is there, to help ramp resources, although like a, it takes a while for a net gain. Thebrings some speed,(Legacies) introduces some control, andand thehave consistent damage.Similar to the concept of hero vehicle decks, i.e. eYoda/eRose/Gungan, we are trying to swamp the board with, before our opponent defeats our characters. In a standard deck, each time a character is defeated, you lose the dice belonging to them and their upgrades. This hampers your ability to win every time you lose a support, while decks built around supports, do not see this decrease in power, although it comes at the expense of speed. Here we try and get out the larger supports round one. To assist in doing so we run two each of:andYour supports are there to win you the game, everything in the deck evolve around facilitation this win condition, which is why we only have 6 dedicated removal cards, plus a(and theon the).That is really light, but we are playing with the mindset, the best form of mitigation is to kill the opponent. If your opponent cannot kill a character, next action, then try to build your board, or do damage in return. There is no particular synergy in the choices made, and any could be switch out for any other. From the initial build, I switched onefor aand it did fantastic against the various mill decks I faced., and seeingflip over, can be soul destroying for you opponent, as it means you get a whole new round to smash face.is perhaps worthy, as in so many other decks, of a spot, however in our local testing whilst playing many mirror matches, it never snug in. With two, andto boot, you can quickly burn through your deck.Needless to say ... really ... you run Weapons Factory Alpha!In an ideal world, you are chasing a Chance Cube, and two supports on turn one.That could be thediscount, into, roll out score 7 on dice, and, into an. Maybe it'sintoand, intointo aHow you get there is irrelevant, with the low level of mitigation we have, you need to come out swinging hard and fast. Theallows you to pile the pressure on, by either hard casting, or reactivating them to make one do the work of three.Apart from thethough, the only other card we try to mulligan for, is the, when facing a support driven deck. Twice in the swiss, getting one out early won me the game, first against a fellow Crotch Rocket in round two, and being able to take outin round 8.