Lets talk about Thrawn

By jedi moose, in Star Wars: Destiny

I got a single Thrawn in my box and my brother (who I play with most of the time and have a "borrow whatever we need" agreement with) got one too. So i basically can run an eThrawn. I see lots of people talking about how great he is so I'm looking for a discussion on what makes him great and what to pair with him.

Obviously Thrawn is mostly about focus and resource generation with that sweet 2 resource side. I'm thinking a deck stacked with good upgrades and supports is the way to play him. Obviously the supports would be a slower deck though. If i want a faster deck, go with upgrades and pair him with someone who I can stack some weapons on and let Thrawn focus the crap out of his dice. My first thought is pair him with FN-2199. Nines can get stacked with some good weapons Thrawn can make sure that his damage lands with the focus. I might put my new Ion Disruptor on thrawn to give him some damage potential as well. Any thoughts on cards to include in such a deck? The mono red concerns me a little but i think i have enough good red cards now to make it work.

Any other plans for using Thrawn and getting the most out of him?

I think that many months ago the forum seemed to think that eThrawn/eUnkar would be the best use of him. Use Thrawn's ability to get rid of their best cards, use his dice to trigger Unkar's ability, use that crazy amount of money to get some Crime Lord and Buy Out shenanigans going. (Buy Out is featured here: https://tabletoptimesinks.com/2017/09/14/empire-at-war-top-five-most-wanted/ )

There's also tons of awesome stuff that can go in there. Get Imperial Inspection, Loose Ends, and all those other crazy mill things in there.

1 hour ago, Kieransi said:

I think that many months ago the forum seemed to think that eThrawn/eUnkar would be the best use of him. Use Thrawn's ability to get rid of their best cards, use his dice to trigger Unkar's ability, use that crazy amount of money to get some Crime Lord and Buy Out shenanigans going. (Buy Out is featured here: https://tabletoptimesinks.com/2017/09/14/empire-at-war-top-five-most-wanted/ )

There's also tons of awesome stuff that can go in there. Get Imperial Inspection, Loose Ends, and all those other crazy mill things in there.

Yeah I don't have Unkar. And I'm not a huge fan of mill decks. I know they can be effective, I just prefer damage wins. I could try a mill deck eventually and maybe try to track down an eUnkar.

Rough draft of a Thrawn/Phasma2 deck I was working on after the 2P box dropped.

eThrawn ePhasma2

BATTLEFIELD
Secret Facility, Scarif (Spirit of Rebellion #159)


CHARACTER
2x Thrawn, Master Strategist (Empire at War #4)
2x Captain Phasma, Ruthless Tactician (Two-Player Game #2)


UPGRADE
2x F-11D Rifle (Awakenings #8)
2x DH-17 Blaster Pistol (Awakenings #54)
2x Holdout Blaster (Awakenings #63)
2x Imperial Discipline (Spirit of Rebellion #6)
2x Wingman (Spirit of Rebellion #126)
2x Captain Phasma's Blaster (Two-Player Game #4)


SUPPORT
2x Probe Droid (Empire at War #6)


EVENT
2x Probe (Awakenings #72)
2x Tactical Mastery (Awakenings #74)
2x The Best Defense... (Awakenings #75)
2x Undying Loyalty (Spirit of Rebellion #67)
2x Doubt (Spirit of Rebellion #80)
2x Suppression (Spirit of Rebellion #122)
2x Feint (Empire at War #121)
2x Rend (Empire at War #150)

Edited by RJM

Thrawn/Unkar can put out an AT-ST in turn one or even two if they roll well. Use them to get vehicles out and it will be crazy.

While other decks may be viable, Thrawn/Plutt definitely seem to be made for each other. Thrawn does pretty much every things Plutt wants - juicy 2 resource side, lots of focus, disrupt and giving access to Imperial Inspection, and the ability to scout their hand every turn to see whether it's worth using Plutt's ability. Meanwhile Plutt adds a ton of dice control cards that Villain Red otherwise lacks, and a wide variety of options to spend all that money on.

The other cool thing is that I think it can be played in a variety of ways (possibly in the same deck). You can run mill, but you don't have to. You can also ramp in to big supports like Slave 1 or the AT-ST, or you can play lots of big juicy damage upgrades like the Rocket Launcher, Distruptor Rifle or Mortar Gun and rely on them to blast the opponent. Or you can always go the Crime Lord route as well.

On 9/15/2017 at 5:41 PM, jedi moose said:

Yeah I don't have Unkar. And I'm not a huge fan of mill decks. I know they can be effective, I just prefer damage wins. I could try a mill deck eventually and maybe try to track down an eUnkar.

You can get Unkars for $2 a piece... http://www.coolstuffinc.com/p/Star+Wars%3A+Destiny/Unkar+Plutt+-+Junk+Dealer