eJyn-Maz or eJyn-Padme?

By Joelist, in Star Wars: Destiny

Here it is:

eJyn-Maz Mill v1.4:

Elite Jyn Erso

Maz Kanata

Battlefield: Command Center

2x Holdout Blaster

2x DL-44 Heavy Blaster

1x Ascension Gun

1x BB-8

1x R2D2

1x Jetpack

1x Maz's Goggles

2x Con Artist

2x Lone Operative

1x Cunning

2x Fast Hands

2x Let the Wookie Win

2x Friends in Low Places

2x Cheat

2x Bolt Hole

2x Rebel

2x Long Con

2x Second Chance

Obviously this is not quite there yet but we play with what the packs give us. For example "Let the Wookie Win" does not really fit but there it is.

You can really speed up con artist with cunning. With all the focus sides on Maz's goggles and Padme you can nearly guarantee that at least one of them are hitting specials, and that counter on Con Artist goes up regardless of which die hits that special. I've been trying to make a Jyn/ePadme work lately and have had marginal success. Give Jyn Con Artist and your opponent will have a hard time picking who to focus down. If Jyn's die hits the discard or resource you resolve it immediately, if it hits the ranged you can eat it with negotiate or disarm

It is a bit limiting though to have mono yellow, there's just not enough big control like what is available in blue or, to a lesser extent, red. That might change as the card pool gets bigger.

I like eJyn because she packs enough punch to be either a Mill machine or to kill a character (like Maz). One other reason people have issues with Poe-Maz is they mistakenly target Poe first when the target should be Maz. Especially in light of the Fast Hands errata once Maz goes bye bye Poe slows way down. And this is not that hard to do - for example it is fully within the abilities of EMO Twins to kill Maz on Round One.

I'm going eJtn-Maz for the Mill experiment because it allows fast and hard milling of the opposing hand. This kneecaps both FN decks and Poe-Maz because to work they need toys in hand. Also note I packed in every yellow and grey recursion card in the current sets. The deck design is to let Maz and Jyn Second Chance over and over and over again - not to mention Lone Operative.

If you own the card, I humbly suggest you use Millenium Falcon. It is expensive to play out, but Millenium Falcon special into Rebel into Second Chance is theoretically endless Second Chance, if you can get the resources for it!

I'd love to if I had it :)

Yeah, I don't own it either. It's proven annoyingly elusive. I've seen other people use it though, and it looks like a really solid card. Oh well. Maybe I'll just bite the bullet and splurge on the Team Covenant single!

For mill, how about Jyn/ePadme? Jyn's text works no matter how many of her dice you have. Meanwhile Padme can attack the hand or the deck, or set up other sides with her focus, but needs dice for all of that.

I thought about that combo too. You give up some ability to attack the hand as Padme has only one discard side and it is a 1 discard. But you do gain the ability to attack the deck directly. Plus Jyn does provide some direct fire capability (she can switch to fight mode if needed) while Padme cannot.

And three more wins tonight with this deck - all by decking. Beat a Han-Rey and two Poe-Mazs.

I really wish my booster purchases had included more grey and yellow dice control, as I have at least three cards I could change out for it (Jetpack, the two Droids).

Same list as you showed on Sunday?

Any hints, process or guidelines you use playing?

Are you focusing on turning jyns dice to mill or just letting what rolls happen. I assume you usually roll jyn then maz? What are the starting hands you look for?

I'm going to put mine together tonight and give it a go.

Cheers.

Edited by Coyoti

I definitely roll in Jyn first then Maz, and yes the emphasis is on using Jyn's discard sides. Maz rolls second and if she gets a focus she turns Jyn to discard. This deck is quite capable of discarding 4 cards per turn out of the opposing hand and once Con Artist gets going it tears the draw pile apart too. Then there is the Battlefield should you win the initial choice which also takes two off of the draw pile. Obviously having something like Second Chance plus Rebel in the opening hand is nice - so is one of the con Artists and/or one of the Lone Operatives. Rebel essentially lets you play a 3 cost card for 2 by discarding it first.

The deck also has a lot of character protection in the form of damage healing (Second Chance, Lone Operative) and shield generation (Bolt Hole) and with both Rebel and Cheat it also has a fair amount of recursion built in. It does fall short in its lack of dice control but one uses what one gets in the booster packs.

I like the idea of putting in a "Fair" trade or two just to mess with those decks that accumulate resources for those high cost cards. Just need to play a few more games and get a feel for what can go.

On 07/08/2017 at 3:37 AM, SwagonBallZ said:

You can really speed up con artist with cunning. With all the focus sides on Maz's goggles and Padme you can nearly guarantee that at least one of them are hitting specials, and that counter on Con Artist goes up regardless of which die hits that special.

Sorry I don't understand the reference to con artist going up regardless of which die hits special? Is this just in reference to the amount of focus you'll see?

58 minutes ago, Coyoti said:

Sorry I don't understand the reference to con artist going up regardless of which die hits special? Is this just in reference to the amount of focus you'll see?

Cunning special resolves as if it werea special showing on another card (in this case, con artist).

Because of the way this interaction works, if you resolve cunning as if it were con artist then you still add the token to con artist when you resolve it.

As such you can, in theory, increase con artists special by two every turn if you also have cunning out.

It's a situational combo, but it does theoretically make con artist more reliable.

6 hours ago, Coyoti said:

Sorry I don't understand the reference to con artist going up regardless of which die hits special? Is this just in reference to the amount of focus you'll see?

Sorry, worded poorly but what Stu said above is what I meant

Support (1 )
Event (15 )
Command Center
That's where I have my deck currently sitting. Going to play a round or two tonight hopefully. Any thoughts?

I'm still sticking to my eJyn-Ackbar deck.

It's better (imo obviously.)

I'd be interested to see that deck dpb. I have considered both.

Brand new to the game ( about 4 days in, haven't played a real match ) and strategies like this looks exceedingly interesting to me.

Thanks! One of the strengths of Destiny is the ability to pursue unusual archetypes without needing to spend a fortune. The eJyn-Maz Mill deck is not very expensive at all to build out.

I would drop street informants and one maz goggles (since it is unique) and add 2x thermal detonator.

Detonators give extra mill and can put out some hurt.

Assuming you actually have Thermal Detonators...

By the way, I now have 2 Cunnings so I have swapped out BB-8 for the second Cunning.

eJyn-Maz Mill v1.5:

Elite Jyn Erso

Maz Kanata

Battlefield: Command Center

2x Holdout Blaster

2x DL-44 Heavy Blaster

1x Ascension Gun

1x R2D2

1x Jetpack

1x Maz's Goggles

2x Con Artist

2x Lone Operative

2x Cunning

2x Fast Hands

2x Let the Wookie Win

2x Friends in Low Places

2x Cheat

2x Bolt Hole

2x Rebel

2x Long Con

2x Second Chance

I love Jyn. I find the pairing with Commando to be more to my likening as you can either choose to mill or just go flat out aggro with a nice weapons compliment and Overkill. Options are always good.

I have considered pairing her with Maz as well, though for consistency sake. In either case the 2nd Chance/ammo belt/rebel/cheat combo is just insane when it goes off. At that point there's no reason to even kill any longer. They just don't have enough turns to kill you, period, before running out of cards naturally.

Edited by K-2SO
31 minutes ago, K-2SO said:

I have considered pairing her with Maz as well, though for consistency sake. In either case the 2nd Chance/ ammo belt /rebel/cheat combo is just insane when it goes off. At that point there's no reason to even kill any longer. They just don't have enough turns to kill you, period, before running out of cards naturally.

Wasn't Ammo Belt errata'd to no longer work with Second Chance?

Edit: From the RRG

AMMO BELT (141) Should read: “ Before a weapon upgrade on attached character would be discarded by a card effect, you may discard this upgrade instead.

Context: This change makes the card more thematic, and prevents it from being used with Second Chance.

Edited by gokubb

Oh man, I even googled first and saw a straight up quote from the dev saying it was legal. I guess I didn't stick around long to see it changed. Oops! Oh well, I only started, so I haven't played anyone but my wife so far. Don't tell her, huh? ;)

Edited by K-2SO