Unkar Super Support Decklist

By thesug1, in Star Wars: Destiny

Sugi here with a very fun deck I have been testing for a month or so and this is a casual deck, but it does have some strong presence against the current meta decks. Let's dive right in!

You might have seen this list a few weeks ago when I was first testing and some things have changed. Added since the last list is 1x Lure of Power/ 1x Slave 1/ 2x Bolt Hole.

If you never saw the last deck the whole point of this is to create massive resource advantages with either Unkar's action ability OR use cards like Datapad/Supply Line with Unkar's +2 resources to have about 4-6 resources turn 1. At that point you go to town with Quadjumper/AT-ST/Friends in Low Places/Slave 1 to create a fearsome board and hopefully get a quick kill on the weakest character your opponent has on the field. The deck is VERY slow so understand you won't go first very often, if ever. However you can consistently put out 10+ damage turn 1.

The easiest combo is first getting FIHP online. Unkar can easily get a 2/2 or 2/1 with his dice, Tie Pilot can produce 2-3 on his dice (sometimes with a reroll needed) and Nightsister is more reliably the 1. On average Unkar plus Pilot provide the 7 you need to play FIHP. At this point you haven't resolved a die and are gaining a pretty significant economic advantage. It's not uncommon to get a Quadjumper out or even an AT-ST. Sometimes you find a second FIHP and 2 dud cards with the first FIHP, so you play the second copy and after going through 6 cards in the deck, there is always something useful to play for free.

The next best combo is Quadjumper for 3 and then setting up for a jump into something bigger or using Quadjumper with Unkar to produce resources with its 2 base resource sides or using the 2 focus to flip Unkar into a +2 modified side and 1 base resource side. Now you have 3 resources and can jump into anything in your deck.

The least optimal but still scary turn is paying for a Tie Fighter without a discount. Unkar can still make enough money either with his resource generation or his ability to get you the extra 1 resource. More often than not you will have an average of 5 resources available and can play the Tie and pay for it's 3 for 1 damage plus the Tie Pilot's +3 for 1 if you have both dice showing 3 for 1 sides.

This deck has a LOT of outs and ways to play around bad rolls and create significant advantages while building up a massive board state. The +3 for 1 from the Tie Pilot is great early game because you can use it for Unkar to steal a card and gain resources or deal 2-4 on average damage with Nightsister if you don't see any vehicles in your hand. Nightsister is a great form of soft control a lot of players don't expect. Early game you can draw a hand with 1-2 copies of both Salvage Stand and/or Imperial Inspection and have Boundless Ambition as the 5th card, allowing you to potentially see 10 cards in turn 1. Datapad and Supply Line create constant resource generation which fuels your ability to pay for vehicles and damage sides. The deck is very consistent and can produce both AT-STs turn 1 or a mixture of AT-ST/Slave 1 and something else.

The BIG tradeoffs are very little forms of control. Other than Nightsister and Doubt your opponent is going to do pretty much whatever they want. However this deck is built to do what you want better. So if you don't like the idea of letting your opponent going unchecked, don't play this deck. However I can say this deck can and will kill their characters in 2 turns with how much power it can put on the table. Your deck is slow and that has advantages and disadvantages. Usually you have to roll everything out individually and resolve individually. This can lead to some very long turns and open you up to potential removal from the opponent. However you can get around this with great disrupt options from Unkar as well as discarding cards with his ability. So you are never without some way of dealing with your opponent's options, just depends on the situation.

At this point the deck is casual and with Empire at War very likely going to become a contender for a meta deck. But this is one I recommend testing out at local weekly events and see the look on your opponent's face when you drop a turn 1 AT-ST and Slave 1. 1f642.png

http://swdestinydb.com/decklist/view/12260/unkarsupersupports-2.0

Looks really fun! This deck is definitely a powerful contender! Unkar is great against PoeMaz, because he uses all those fancy supports against them! (Incidentally, he's also part of why Hera will never be a powerful meta contender...)

If I might, I'd suggest trading Bait and Switch for The Best Defense. The Best Defense is great dice control, and Bait and Switch isn't necessarily great here, because you can always use more resources!

Also, since you're going rainbow, why not put Premontions in there? If you get both of them quickly, then you can play an AT-ST for free without milling yourself with FIHP!

This deck has a LOT of swappable cards which makes it open ended for every player. So these are my favorite cards because the deck plays the way I enjoy. However all those options are viable and people have used them in their decks, so please feel free to make adjustments for your personal meta and playstyle.

The best defense I took out because I would rather use that 1 resource to deal damage than stop damage. The characters are healthy and most people go after Unkar, but the real threat is the Tie Pilot. So killing him faster is actually harmful to winning the game since he can nullify a LOT of control just by having his die in your pool. Once turn 1-2 have passed and your board is strong, you don't need Unkar anymore, but the huge target on his back keeps you alive long enough to win games.

Premonitions I got rid of because if you didn't see the second copy you lost whatever you put underneath the first copy. And the deck makes more than enough money to pay for whatever you want. So instead of hoping for a 2 card combo to give me an economic discount, I built the deck to produce enough resources to just pay for whatever I wanted to play at most any point in the game. To me that's more reliable and I liked those odds better.