Asajj Red Burn!

Asajj Ventress
Unparalleled Adversary
KCM Mining Facility

Aggression AspectCunning AspectVillainy Aspect
Total: 50 Cards


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Deck Price: $94.08
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by Neebles
v1
Premier
15

Published November 21, 2024


Asajj Red 5-0 Weekly Recap!

This event recap is based off of my previous list, the list you're seeing is my post event deck, with upgrades to shore up the weaknesses in this deck list! I go over my changes after the event recap!

PreEvent - WW - Ahsoka Yellow: Got to the store a bit early and played a couple games against my friend and his Ahsoka Yellow deck, a deck that is very much so meant to be aggro with the Petranaki Arena. These were my first 2 games in with the deck after building it before heading out, and I was very surprised with how well it raced! On the Doorstep and TDR are AMAZING cards to play on T3 before flipping Asajj.

Round 1 - W - Cad Bane Red: Long story short, the deck was way too slow to compete. They took on a more midrange ping units build, and not caring about trading out my own units for theirs, I ran head first into their base as they tried to keep up by slowly defeating my units. Flip turn I played Political Pressure, got 2 tokens, flipped Asajj, popped a Fallen Lightsaber on here, and swung in for 7, then 10 the following turn with Surprise Strike.

Round 2 - W - Rey Yellow: This deck wanted to hunker down and try to outheal the damage dealt to it, with a slight emphasis on space to assumingly counter space race decks. Not being heavily contested on the ground allowed me to run rampant and win before Rey could even flip.

Round 3 - W - Wat Red: Same Wat Red list from last week when I played my Dooku Blue list, sadly they more or less bricked their opening hand and mulligan, a couple space units were played but a surprising lack of ground trooper units put this deck very behind.

Here are the changes I made from the previous list in order to get here!

+3 Kylo's TIE Silencer +3 Lurking TIE Phantom -3 Greedo -3 Death Star Stormtrooper -2 Asajj Ventress -2 B1 Attack Platform

These changes are to get a bit more deck weight into space, seeing as space race decks, specifically Jango Tarkintown, has seen a good bit of play recently, SCG Columbus for example.

+3 Breaking In +3 Daring Raid -2 Force Throw

These changes are to have more answers to sentinel units, both on ground and in space, as well as adding in some more damage, because we all know we want that! With the inclusion of Daring Raid, we have a few avenues to merit running Tarkintown as the base instead, but I'll leave that up to you!



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