Vader-Maul Done Right

Card draw simulator
Odds: 0% – 0% more
Derived from
Twisted and Evil (4-0 in first 2024 ARH Tuesday Night) 2 0 0 1.0
Inspiration for
None yet.

Norman 34

This list is almost at full power. My prior published version is quite similar, and you still have some flexibility slots where you can adjust for meta specifics, but all other things equal this is a distinct improvement in a few areas.

  1. Reach -- Through Power, Gain Strength and Force Strike are tremendous out-of-nowhere kill cards. You're already poised to push damage hard against the opponent, these cards take it to the next level. TPGS is also utterly brutal when you can play it for 1 with Maul.

  2. Removal suite -- Sanction is simply better than Beguile AND Dark Forces for us in this particular deck, where your biggest threats are things like The Son - The Dark Side or Din Djarin - The Mandalorian. By tuning the deck to hit the biggest threats, we improve our early game options.

  3. Upgrade and BF improvement -- I'll lump this together since it's just 2 cards. Pyrokinesis is phenomenal in this deck in a similar manner to cards like Veteran of War, and frankly we can kind of think of Pyro as "Force Sense"-lite. A good bit of thinking has gone into the Battlefield choice, although a lot of the time you're going to take the shields rather than your BF. Still, Jedi Temple is probably among three choices you can make, the other two being Monastery - Mortis and Rebel War Room - Yavin IV.

I'm playing this in the ARH February Top Cut, and I'll edit this with the results once it is finished.

UPDATE POST-TOP CUT: Well, it lost 2-1 against Nute's Red Villain Solidarity (Iden + Soontir Fel), but it was close. I am wholly convinced now that Jedi Temple is the incorrect choice -- Rebel War Room is almost assuredly correct. However, I can't really say I'd make any substantial changes to the list. It's solid as a rock.

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