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Jango Fett and Slave 1 Deck .pdf

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Comments (9)

umondy said

at 10:34 am on Mar 30, 2019

My first take on something DIFFERENT for Jango Fett. He now teams up with his ship, that is not destructable. I have NO idea how this will influence gameplay and how strong this makes the deck.
For the sake to get some teamwork between Jango and Slave 1 going I relinquished some of the typical Jango gimmick cards but beleive there are still enough in it to make it a typical Jango Fett deck.
-Jango gains his staying power as usual with movement and this time with a Slave 1 supported defense card that would block all attacks and gives him time to shoot first or get away before attacked again.
- The key to victory though are his powerful combos with Slave 1: WRIST CABLE pins down an opponent and makes them vulnvarable for the following Slave 1 or Jango attack. So even the weaker Slave 1 attacks will cause considerable damage. Maybe Jango should be excluded to attack, because otherwse he could hit the target with both A6's unblocked in the following round. This would cause 16 damage :D
- The indestructable Ship gives Jango an advantage on the other hand he will take ALL the attacks now and the ship only has a strong deck more or less with no power attacks.

JAG18 said

at 9:31 am on Mar 31, 2019

Looks pretty good; I like how even though he has all the normal Mandolorian moves you still gave them new effects. I'll also have concerns about WRIST CABLE being too powerful and when I see that indestructible ship I think, "Perfect blockade!" Those are things to look out for in testing, but I think this is good right now.

umondy said

at 2:18 am on Apr 1, 2019

Changed WRIST CABLE so as soon as Jango plays a power attack the target can defend again. So he wouldn't be hit with an automatic 6 damage (what would happen with all 4 of his power attacks now after I changed DUAL BLASTER RETREAT to Roman's suggestion as an A3 that is playable twice).
I am absolutely open for more suggestions to prevent this "blockade" thing. One littel thin I put in was that he has to be adjacent to use DBR, so he at least has to move to the target as long as he wants to use this attack.

Roman F said

at 7:41 pm on Mar 31, 2019

It's an interesting idea and I'm glad you're pursuing this. I would just make DUAL BLASTER RETREAT an A3 that Jango can play twice -- then it's a good card, a defense-burner that he can weaken an enemy with, even if he goes down quickly. Without it, Jango doesn't really have much offense and has a bunch of situational cards that are going to leave him standing around and drawing, waiting for the ideal situation.

umondy said

at 2:14 am on Apr 1, 2019

I designed DATA UPLINK the way it is to hopefully get Jango quicker to the hand he wishes or the cards he desires, so he doesn't just have to draw for rounds. Of course DU could be well in the bottom of the draw pile, so this would be obsolete then :D

umondy said

at 2:02 am on Apr 1, 2019

Thank you guys for your constructive feedback. Your concerns are very well received. It probably could lead to Jango hiding in cover behind Slave 1 until he has some kind of perfect hand. Damn, that is the complete opposite what I want but quite possible. Really like Roman's DUAL BLASTER RETREAT idea. Not sure how to get the play twice affect. You know what I mean? looking for the right kind of wording for that: "After resolving the attack, attack again with this card." ?
Really like the idea, it gives him 4 power attacks somehow. He then still has two pretty straight forward DD cards with ZX FLAME PROJECTOR. The rest of the cards need a little more planning. It really isn't easy to get cards that work great in synergy but don't lead for that dreaded waiting for the perfect hand. Don't know yet how to really prevent that.
I definately will scale down WRIST CABLE as it probably is too much right now. We will see where how it looks after that.

Roman F said

at 9:56 am on Apr 1, 2019

Here's what I used for the AT-ST: A3*, *After attacking, AT-ST immediately attacks the same character again with an attack value of 3, without using an action. This attack may be defended.

You could allow Jango to attack a different character. Up to you.

Ken Kutcel said

at 7:42 am on Apr 2, 2019

I really like this deck idea. One of the more innovative ideas I think I've seen. I'm confused though how WristCable wouldn't be a game breaker against a melee opponent without any minors left. Wouldn't Jango and his ship stand back and fire non-specials?

umondy said

at 2:30 pm on Jan 27, 2020

He definately could hit AT BEST with 4 specials for a total of 10 DD. It is possible you are right about an Melee without minors left. But a lot has to go right for Jango to hit his target with all his might. Our group almost exclusively plays 2v2, probably the reason I was not thinking bout no allies left at all. Only quick fix I see right now would be to let the card only work as an adjacent card.

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