Elite Finn and Han

By DJRAZZ, in Star Wars: Destiny

So when I played MTG I really liked the simplicity and focus of mono colored decks. I liked the fact of not being over whelmed with too many choices. I am gravitating the same way with the SD. My first deck has been Luke-Rey. So I thought maybe I could build a Han-Finn aggro deck. Getting out lot's of resources, shields to try and stay alive. Then load up with cheap events and needed upgrades for damage. I would play second chance and jet pack for sure. SOR could help maybe but it is going to help every one, possibly putting this deck behind the competition for ever. Any thoughts?

Edited by DJRAZZ

If you're not using Finn's ability, then two Hired Guns will almost always be a superior choice for this pairing. They give more health, have a superior die if you have the resources, and don't have that pesky 1 melee damage side that just doesn't work well with the deck.

Aside from that advice, I think you start with Ranged Damage upgrades (Jetpack, Holdout, DL-43) and go from there. Yellow removal outside Electroshock is expensive or conditional. I think you'd want to decide if you're saving for the Falcon or if you want resources for Reversal. I wouldn't try to mix the two, you just likely won't be able to afford it.

Yellow is going to get some nice cards on the 4th. Super fast builds vs the long game is the question. So far the long game is suffering. If you aren't hitting 6 to 8 damage in turn one then it seems unlikely that you can pull out a win. By turn 3 you'll most likely be down one or 2 characterset if they have a low costs. To take it to turn 5 you have to avoid some real damage while getting enough resources to put out some good upgrades. Best of luck! I have a villain and hero deck, I hopefull that the Hero's can stand a little longer. It's looking promising.

Edited by ozmodon

Thanks guys. Hired guns look interesting. Finn just has problems it seems. I just have them from the starter decks. I had a question about range damage. There are cards like aim that say turn to a side. Does that include modifiers? Also some cards say the word range symbol does that include modifiers. Is there a difference between side and symbol? Reversal in another example. It says remove a dice that has melee or range could you remove a dice that has a modified symbol of this. I am looking at FAQ's on some sites but have not nailed this down for sure.

Edited by DJRAZZ

Symbol is literally 'does it have this symbol?' - so yes, anything that checks for the symbol can be used with modifiers (and that symbol with a resource cost, but if it's something like 'remove the die' you don't have to pay the cost to do it).

Side refers to the faces on a die. Every side will show a symbol, so something like Aim is just 'turn a dice so that it shows ranged damage'. I guess the main clarification here is that you do have to actually have a side that matches what you're turning to - so playing Aim on a dice that doesn't have ranged damage obviously won't do you much good.

As for Finn/Han...It definitely feels sub-optimal, though it may be the only choice you've got. But in general, I'd say mono colour decks are something you want to look at with a full card pool, where you're not taking bad cards just because they match your colour. If you've got a limited card pool, you'll probably get the most advantage from playing another colour (this is particularly true in regards to heavy ranged damage decks, where you probably want access to both Red and Yellow at this stage).

Finn does give you more guns to put into the deck.

I played Han and 2 Hired Guns with great results for a long time. There's plenty of options for upgrades, with holdout blasters, jetpacks, etc... Second chance is really awesome here, and gets even better with the new ammo belt upgrade!

If you want more options for upgrades, try replacing a Hired Gun with a Rebel Trooper! Then you can include all the neutral and hero red cards you want.

Non-elite Han is still really useful, because there's so many characters that cost 8 points, now including Outer Rim Smuggler and non-elite Maz.

I know mono-yellow decks get slammed a lot as non-competitive, but yellow is still probably my favorite sub-faction, in both hero and villain!

Poor Finn... still useless... I never should have traded whatever card I traded for his second die...

Don't forget that Finn also allows you to include villain vehicles in your deck as well. So if you want a vehicle that serves a specific purpose you can put it in. I think as more cards come out his ability will improve, particularly if you want to include weapons that work well together but are not normally allowed to be put in the same deck.

Built the Han / Hired Guns deck. Can't wait to try it out.

Han SUPPORT:

2 Hired Guns 2 Black Market

Battlefield: 2 Street Informants

Rebel War Room 2 Play The Odds

UPGRADES: EVENTS:

1 Cunning 2 All In

2 Diplomatic Immunity 2 Electroshock

2 Infiltrate 2 Scramble

2 DL-44 Heavy Blaster Pistol 2 Smuggling

2 Holdout Blaster 2 Unpredictable

2 Jetpack

2 Second Chance

1 Thermal Detonator

Basically, get shields and resources to keep Han alive. Straight up beat down with some dice manipulation and rescue. There is some ambush for Han without needing to play infamous. Thermal Detonator is the surprise gun. And cunning and the supports help with control and synergy. This deck will improve slightly with SOR.

Edited by DJRAZZ

Once you get some SoR cards, maybe try replacing Smuggling with Ammo Belt to help out your Second Chance and Thermal Detonator. Other than that, looks great! Very fun build right there.

3 hours ago, Kieransi said:

Once you get some SoR cards, maybe try replacing Smuggling with Ammo Belt to help out your Second Chance and Thermal Detonator. Other than that, looks great! Very fun build right there.

Thank-you. But...... I got lucky my first game. I played two more games last night and the deck did so weak. It was slow despite ambush and did not do enough damage. I was always waiting for the falcon just to have some fun, but it was not enough. (Check my other post for the changes I made) It felt like a one trick pony . The resource cost for the characters got old as well. The events were not good enough to save me either. You can't have it all. After my losses, I built a Han/Leia deck and tested it against my Luke/Rey deck. It did much better and had better theme and synergy, even though I struggle playing two colors do to the choices and balance of the card choices.