Mono-Colored Decks – Part 2

in Deck List/Strategy by

This is the second article in a series about mono-colored decks. You can check out the first article here. Last time, I featured a villain deck, so this time I’d like to look at a hero deck as we further explore the potential of mono-colored decks in Star Wars: Destiny.

The Resistance

Playing a red hero deck gives us access to a whole load of powerful tools that can really bring the pain! But, the biggest reason to play an mono-red hero deck is that we get to play “It’s A Trap!”

In my experience, It’s a Trap! is one of (if not THE) most powerful events in the game. In this particular deck, it allows us to deal up to 7 damage on the first turn of the game, and often double that later on. What makes this card so powerful is that the damage we can do will come out of nowhere. Even better, our opponent won’t be able to do anything about it.

Elite Leia Organa (2 dice)
Poe Dameron (1 die)

Starship Graveyard

2x Datapad
2x DH-17 Blaster Pistol
2x Holdout Blaster
2x Promotion
2x IQA-11 Blaster Rifle
2x Scout

2x Black One
2x Launch Bay
1x Resistance HQ

1x All In
2x Defensive Position
2x Dug In
2x Field Medic
2x Hit And Run
2x It’s A Trap!
1x Rearm
1x Surgical Strike

The Heroes

Poe Dameron and Leia Organa are both heroes with above average health totals and really great dice. Each of them (effectively) has 3 damage sides, which allows them to do fairly consistent damage naturally. Additionally, Leia’s ability can really smooth out our rolls without having to discard cards from your hand.

Some may question the decision to opt for only 1 Poe die (and use Elite Leia instead), but this isn’t a traditional “Poe deck”. The goal of the deck is to deal consistent damage each turn, and burst our opponent down with It’s A Trap!. Poe’s ability is less crucial here.

If you like the idea of 2 Poe dice better, I encourage you to experiment with it, and I would love to know what you think! You may also try 3 character options as well, but a couple of the cards in this deck rely on you controlling the battlefield, which is a strong reason to choose a 2 character team.

mono-colored-decks-pt2-1 Mono-Colored Decks - Part 2

The Plan

The goal of this deck is to put as many red dice as possible on the table and roll lots of ranged damage to defeat our opponent’s characters. You can use Poe’s ability with the many weapons & supports in the deck to deal damage, and then bring them back with the Starship Graveyard & Rearm.

Things get really bursty with It’s A Trap!. Consider a situation where we have Leia, Poe, a DH-17 Blaster Pistol, Promotion, & an IQA-11 Rifle all rolled into our pool. If our opponent has rolled any ranged damage, It’s A Trap! allows us to deal 13 damage immediately. That 1 shots Vader if he doesn’t have any shields, and 1-shots most other characters even with shields. That’s a fairly conservative board for us to have, so we can imagine that It’s A Trap! can deal even more damage.

I will also point out that if we save Hit And Run to be used in the same turn as It’s A Trap!, we have a much higher chance of hitting ranged damage on It’s A Trap! before our opponent can use that damage against us.

its-a-trap Mono-Colored Decks - Part 2

Against The Odds

The deck does have a few weaknesses. It may seem like it relies heavily on our opponent rolling ranged damage. While it makes it quite a bit easier to win when we use It’s A Trap! to change our dice to ranged damage, we can still use it to resource ramp into Black One & Launch Bay for some powerful damage dice on the table. On turn 1 with 3 red dice in our pool, if our opponent rolls a resource, we can use It’s A Trap! to change our dice to resources, resolve them, and play Black One.

Another weakness is that Red Hero & neutral cards don’t offer a lot of dice control. We try to shore up this weakness with cards like Field Medic, Surgical Strike, Defensive Position, & Dug In. As pointed out earlier, Defensive Position & Dug In are a big reason why this deck only has 2 characters. We want to be able to take the battlefield every single turn. Tempo cards like All In, It’s A Trap!, and Hit And Run contribute to our ability to do this.

Resistance HQ is a bit of an experimental card that I haven’t seen a lot, and I’m frankly not sure if it works in this deck. On the plus side, It allows us to gain at least 1 shield each turn. The cards we discard can be brought back with the Starship Graveyard or Rearm. The issue is that it uses up an action, making it less likely for us to claim the battlefield on turns that we’re not playing those tempo cards mentioned above. Try it out and let me know how it works for you! If I were to replace it, I’d probably add another All In, Rearm, or possibly even Firepower to get some more burst damage out of Black One.

Try the deck out, let us know what you think. What would you change? What’s the maximum damage you’ve been able to do in a single turn? I hope you end up having as much fun with it as I am!

Take a look on SWDestinyDB: http://swdestinydb.com/decklist/view/3122/theresistance-1.0