Have you been missing our “Wanna Buy Some Glue Sticks?” segment? This special all-Glue-Sticks episode should do the trick.
Listen in as Wyatt, James, and Zach each pitch a non-meta deck, using mostly cards from Convergence!
Decklists and explanations below:
Palpatine and Watto seemed like a match made in heaven. Palpatine’s ability means that you need to get a ton of resources quickly and early in the game in order to ramp up and become unstoppable. Watto alone can provide this resource ramp for only 12 points.
This list is essentially a fat vehicle deck where Palpatine is the vehicle and Watto helps get him fat. Getting extra health for Palpatine from the abilities played on him lets you skimp on dice mitigation cards; you mitigate through increasing your health pool while also adding to your dice pool. When you add in huge abilities like Force Storm and Force Wave that you can abuse with Palp’s Power Action, then you’re really rolling!
Of all the questions surrounding this deck, whether or not you can afford to fatten up Palp shouldn’t be one of them. The real question is: can you afford not to buy into these Glue Sticks?
The goal with this deck was to test new elements of the convergence sandbox. While typically I would avoid mixing melee and ranged damage, I figured that with Wat’s focus sides, Enfys could either generate lots of money or hit very hard, depending on each turn’s needs. Both options seemed like good reasons to try this combo.
I also wanted to explore the effect of a hero support in a villain deck. Adding Padmé Amidala’s Royal Starship with Enfys’ ability gave me more focus, plus a shield each turn for one of my characters since they are both leaders. I also added Tech Team to the mix for support-subsidized costs (yay for the reprint) and the V-Wing to synergize with both Padme’s Starship (for removal protection) and the TIE Fighters (to reduce pay sides). Rendezvous is a key card for keeping resource expenditure down, especially with supports like Hired Muscle. Avoiding constantly paying to resolve dice enables you to have the resources to play supports with Wat’s Power Action.
This deck has been fun to test, and I could see it performing well enough to be worth bringing to a jank tournament or casual night of play.
The main idea of this deck was to try out many different things all at once and see what pieces I like and dislike. Overall, the questions that I’m trying to answer are:
- How does it feel to play with Allies of Necessity? Is the penalty worth it for another die?
- How does Maz’s Power Action work in practice? On the surface, I think it looks like an exciting ability that will give an advantage to the more skilled player. I love anything that forces my opponent to make extra decisions!
- Is Fenn Rau any good? I like his Power Action and he has decent dice; my only concern is whether his Power Action makes up for his underwhelming health to points ratio.
Obviously this deck isn’t anything amazing, but I do believe it will allow me to test each of these bullet points and hopefully get some answers. During testing, I will probably also start isolating the variables to see how they perform outside of this deck as well; this will allow me to get better data on each piece. I don’t expect this list to perform very well in any kind of competitive setting, but I hope to find a couple of gems that I will use in future deck building.