Jango/Veers Counter

By helmickjc21, in Star Wars: Destiny

Jango and Veers need resources to get the most out of their abilities. Disrupt and Discard. When playing against this type of deck, concentrate on keeping it poor.

Most of the ones I've seen that do well actually have a very shallow cost curve

Couldn't be too cheap. There are 5 Support cards in the game with dice (That a Villain can use): AT-ST (6), FO TIE (3), Black Market (3), Outpost (2) and Speeder Bike (3). Veers needs one of these out in play to take advantage of his ability. It can be hard to stop upgrades and supports from coming out that cost 2 or less. There is only one such support; Outpost. It has no damage sides. It does have a focus side and its special lets you play the battlefield as if you claimed it.

I don't play any dice supports in mine. They suck too many actions. I use veers not for his special ability but rather cause his dice match well with Jango. The best jango veers decks have a lot of low and no cost cards that you can quickly equip or use with just the bare minimum of resources. When you can load up Jango with a 2 resource gun round one, activate veers, and then activate Jango and resolved all that range damage, you can do significant damage right away. You have the added benefit of being able to cabture the field. I love that with certain fields like being able to remove a character die or something else fun.

I personally would play Jango/Trooperx2 into it,

The main problem with that is the dice don't match as well. Veers lacks the resource costs that troopers have and has one less blank too.

There are incidental benefits to running troopers, though. They open up access to cards like Drudge Work and Squad Tactics, and spreading the upgrades around makes focusing targets a little less beneficial for your opponent. "Oh, you're killing that trooper? I'll just put this IQA-11 over here then."

My two kokus: in my opinion, the best way to beat Jango/Veers is to play a Hero deck with some red range damage dice, and It's a Trap !

It's a Trap may really be a gamebreaker against Jango/Veers, and Hit & Run + It's a Trap may often kill Jango before he can shoot.

Edited by Moto Gato

eJango-eVeers is nigh unstoppable! I'm loving it with Separatist Base. They activate so quickly I can often sneak extra damage in with the battlefield. So far for supports I have 2x Black Market, 1x FO Tie Fighter, 2x Biker Scout, and 1x Outpost.

Running eJango/eVeers with no supports.

You rarely have the time to waste trying to generate the resources, playing the card, and activating them.

I want to be spending all or most of my resources dropping upgrades.

May consider Backup Muscle, but that is about it.

Edited by nungunz

I personally would play Jango/Trooperx2 into it,

The main problem with that is the dice don't match as well. Veers lacks the resource costs that troopers have and has one less blank too.

Jango makes plenty of money, same with troopers. And you get 'the best defence' to neuter Veers early on. You also have more life and access to flank, which helps against Veers/Jango.

All in all, I prefer the troopers, for their versatility.

Why do you need you need "The Best Defense" for Veers early on specifically?