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Deck Analysis 101: eGrievous/Jango

Hello everyone and welcome to my Deck Analysis featuring a deck that I am currently playing in the TTS League and my local meta. In this article I will explain my card choices, why I chose this deck, any changes I would make, and my overall thoughts on the deck generally.

Deck List

eGeneral Grievous(AW3) and Jango Fett(AW21)

Battlefield

SEPARATIST BASE(AW173)

Upgrades(16)

FLAME THROWER x2 (AW 24)
JETPACK x2 (AW66)
F11-D RIFLE x2 (AW8)
IQA-11 BLASTER RIFLE x2 (AW55)
PROMOTION x2 (AW56)
GAFFI STICK x1 (AW25)
HOLDOUT BLASTER x1 (AW63)
THERMAL DETONATOR x1 (AW67)
COMMANDING PRESENCE x1 (AW7)
CRIME LORD x1 (AW23)
ON THE HUNT x1 (AW26)

Supports(6)

BACKUP MUSCLE x2 (AW99)
INFAMOUS x2 (AW163)
UNDERWORLD CONNECTIONS x1 (AW101)
LOCAL GARRISON x1 (AW77)

Events(8)

HE DOESN’T LIKE YOU x2 (AW97)
UNPREDICTABLE x2 (AW162)
DISARM x2 (AW158)
GO FOR THE KILL x2 (AW96)

Why eGrievous/Jango?

The damage potential of this dynamic duo is insane. Let’s start with determining who goes first. The max roll value on your opening dice is 8. This is one of the highest number combinations in the game. You are more than likely to start off with the battlefield of your choice. If the roll is in my favor, I normally take their battlefield and put 1 shield on each of my characters.

Let’s look at the damage potential with Grievous. He has sides that can do 2x, 2x, and 3x for 1 resource. Since you are running the elite version, he hits hard. I can’t count how many times I did 4-6 damage with him on one turn. Also, if you defeat one of your opponent’s characters, you can move one of their non-ability upgrades to Grievous. It is like adding salt to the wound. Not only do you take one their characters out but you also take the item attached. How rude!

Jango is another headache. Even him starting at 1 die is scary. At times the opponent doesn’t know who to attack. A turn 1 weapon or Jetpack on Jango just feels good. The beauty of this guy is that he MAY activate when your opponent activates their character. Basically Jango exhausts on YOUR terms. Then on your turn you can resolve Jango’s die or declare another action. The value on this guy is just super high.

I enjoy mixing the damage types with Grievous and Jango and the upgrades show that. They synergize well and it is tons of fun to play.

Battlefield

Separatist Base – The reason I picked this base was because I am a big fan of doing damage and naturally this is a good choice. No other base has the ability to deal unblockable damage and with the synergy of the deck I felt I would be claiming the base more times than not. Teams that rely on putting shields on their Characters will have to make a decision on which they want to put the damage on.

Dice Throwing Goodness

Flame Thrower This upgrade on Grievous is just a beatdown. I am a big fan of massive points of damage. An incredible roll of the dice could one-shot a Nightsister or First Order Stormtrooper. Also, if you are playing against a team that has more than two characters, the special on this die could do some wonders. The 1 Disrupt and 1 Resource is nothing to sneeze at and it has just one blank. The cost of 3 resources can be mitigated if you play a Promotion down early. A turn 1 Promotion followed by a turn 2 Flame Thrower just warms the heart.

Jetpack Do you honestly think you can run Jango and not have his Jetpack to help him get around? This card can be played turn 1 which is important for tempo. If an opponent activates his character, you MAY activate Jango. Most times this is the right play since you get to respond immediately and throw the extra die with your Jetpack. The few reasons I love this card is because of the +2 and +3 range modifier. Jango should be rolling range damage with other upgrades and his own character die. The special on this die can greatly swing a turn in your favor as well as netting you a shield. If you roll well you could also gain 2 shields. This card is just too good not to play in this deck.

F11D Rifle The best part about this card except for the obvious reasons of range damage/modifiers is its special and redeploy ability. This deck is all about dealing damage. If you roll the special the opponent must make a decision on how to dish out the pain. It can also alter how you attack subsequent turns. Also if this is placed on Jango and if he is defeated, you can always throw this card on Grievous. I mean he does have four arms to use, so why not?

IQA-11 Blaster Rifle – This card’s purpose is pretty straightforward. Adding more range damage to Jango is the first goal but if you roll a special, unblockable damage is huge. Nothing crushes spirits more than seeing your opponent lose their character who had two shields on it. This sniper rifle is very efficient.

Promotion – I would say this card is a flex spot for me currently. The +1 range/melee modifier is helpful since it synergizes well with Grievous and Jango. My favorite play as I mentioned above is the turn 1 Promotion and turn 2 Flame Thrower. Also, this card does not lose you tempo since you get to draw a card upon playing it. The downside is the Red Character Only requirement. If you get this card late, it’s a dead card but at least you can use it for rerolls. The focus die, shield, and disrupt can come in handy. I try to limit more than 1 blank on any upgrade and this fit the mold.

Holdout Blaster – The best part of this card is not only does it work well with Jango but it has Ambush and Redeploy. It only costs 2 resources and it has tons of range damage potential. A good play is to bring this card out and activate Grievous or play another card from your hand. Ambush is incredibly efficient. It can also give you a shield or a resource and has just 1 blank. I love this card. I currently own one but if I had another, it would be in this deck.

Gaffi Stick – Maximizing your upgrades is key to efficiency. This card has Redeploy and if something bad happens to one of your characters, just ship it over. I think having a mixture of range and melee damage is key in a deck. It helps keep decks honest when playing against this style. The melee damage potential on this card can make Grievous even more dangerous if attached to him. I love the special on this card. You can remove a melee damage die to deal 3 damage to any character. Let’s say you have a melee damage modifier in your pool without a black melee die. You can resolve this special and still maximize your damage output. I currently run 1 in my deck but have considered running a set. Currently the one of is working.

Thermal Detonator – This card is situational and I only run one of these cards in my deck. I have played many TCG’s and have learned that you don’t always need 2-4 of a certain card because sometimes the card will be dead in your hand. In this case, it is strong against decks running 3+ characters. I have resolved this card twice in a game against an opponent who ran a 3 StormTroopers/Raider deck thanks to his Starship Graveyard. It was devastating. If they place less than 3 characters, this card is normally used to reroll dice in my pool. The discard effects on this card can definitely cause havoc for your opponent. Everything is good about this card if you can play it and utilize it against the right opponent.

On The Hunt – This is another upgrade that synergizes well with Grievous/Jango. If you have played any games on TTS or locally, you will more than likely play against a Han/Rey or a Qui-Gon deck. This is why this card is in my deck. It is just a one of that can help remove the shields they can get. It has two specials on this die so the chances of you getting it when you need it is increased. I like this silver-bullet in the deck. If you don’t really need it, you can always pitch to reroll.

Crime Lord – This is another silver-bullet that I put in this deck for two reasons only: Vader and Luke. Those characters have the most health and the hit the hardest. This card has tons of uses with the 2 focus, 2 shields, and 2 resources. The 1 resource for 3 disrupt is a great play too especially mid to late game. This die has 2 specials which makes it more likely to roll. The cons of this card is that it costs 4, needs a yellow character, and you need 5 resources to use. If setup right, this is a nail in the coffin.

Commanding Presence – This is a new addition to my deck from a recent trade. It is a 3 cost upgrade I can put on Grievous to help with my dice manipulation. There are no blanks on this upgrade and the specials on this die make Grievous even more terrifying. It can also be used to remove a Red die from an opponent’s pool. Every option on this die is incredible. The cons is that it can only be played on Grievous and only affects Red dice. A spicy 1 of to help get Crime Lord going or have dice be what YOU want them to be.

My Support System

Infamous This card is like gold in my deck. I run a total of 21 yellow cards in my deck and exhausting this support happens almost every turn. It costs 1 resource and it is a good play early-late game. The keyword Ambush is critical if you want to get an advantage over your opponent. I love this card.

Backup Muscle – This is my favorite card of the whole set. If you are playing a Yellow villain on your team, this card is an automatic 2 of. I can probably write a whole article on this card but I will limit that for the sake of this analysis. I look at this card as a clock vs. an opponent. It is 3 unblockable damage that currently has very little answers to. There are two cards that come to mind: Surgical Strike(Hero) and AT-ST(Villain) that can stop this card. Currently, I do not see those cards in many decks. I expect that to change over time when people realize this card is extremely powerful for its cost. It gets through shields as if they weren’t there. Shields can’t protect their character from lethal damage. This card is a must have.

Local Garrison – I run one of these cards in my deck. The cost is 3 resources to slow down the tempo of your opponent. This game is about resource management. If your opponent can’t get the resources, they can’t play cards. It will limit what they can do. I love this card. It adds a control flavor to the deck. It is situational especially if you are playing against an extremely fast or aggressive deck. It is a very good card in my opinion.

Underworld Connections – As stated above I strongly feel resource management is the key to you winning or losing. This support card helps you get the resources you need. I only run 1 currently but have gone back and forth if 2 would be better. Gaining resources is too important so I strongly feel that 1 of in a deck is needed if not 2.

Key Events

Go For The Kill – This costs zero and if you combo with Infamous, you will have Ambush. There is a consistent theme with unblockable in my deck and this is no exception. Your opponent has a shielded up character but you can’t punch through? Play this puppy and it’s lights out. Great card and it costs zero resources.

Disarm – The purpose of this card is to combat Han/Rey decks and get rid of their pesky weapons. Since I feel strongly that many people will be playing this deck, this card is key. Remember any die showing melee/range damage can be used for this. It is very important to know that. It costs 1 resource and one of that type of die to remove a problem card on your opponent’s team. This has done wonders for me.

Unpredictable – This event is amazing. It costs zero resources, has Ambush, and rerolls a die. So it is highly efficient for the the way I play this deck. An opponent activates a Character. You exhaust Jango in response. They roll a good die. You play this and reroll it and then take another action. It can swing things back in your favor quickly with this card.

He Doesn’t Like You – I hope you are seeing the theme with my deck. Cheap tricks to maximize each play. This card will make one of your bad rolls into a game-saving play when you play it. Imagine the look on your opponent’s face when they think they have a lethal die on the board and you just swat it away with this. I was convinced to play this card. Its value has paid off time and time again.

Overall Thoughts/Changes

I may be biased but I think this deck is strong enough to combat any deck it faces. My losses were close and my wins most of the time, were either not close or I had a solid board state. At the end of the game I either have a healthy Jango or Grievous that can put me over the top. Most games I play the opponent is deciding on which character to take out and then I can shift how I upgrade the other.  I feel the card choices in this deck can be tweaked some but due to not having some cards I know that the deck can still be improved. I would love another Holdout Blaster but apparently those are rarer than Legendaries in my area. I think I do have some flex spots. The fact I am running a few cards at one of in my deck can also be room for adjusting. Overall, I am having a blast playing this deck and it has a high win percentage in my local meta as well as online. If you decide to take this for a spin, I feel as if you will do well. Thanks everyone for reading!

Please leave any comments on this deck, what you would play and why, and any constructive feedback. I am always looking to improve. Thanks for reading. I’ll see you at the tables!


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