Hondo Blue - swudb.com/deck/RDvHDHTKaXovg Become a Patron - patreon.com/VeiledShot Use my TCGPLAYER Link! - tcgplayer.pxf.io/9gYPK0 👍Like what you see? SUB! 👍- bit.ly/3VAFHfY 👊Join my Discord! 👊 - bit.ly/3NMDib7 ⚔ Follow my Twitter ⚔ - bit.ly/3TmUo1p
I really appreciate how much you commentate on what's going on in your game. I listen to audio only while at work and I can visualize most of the board state because of how much you describe. Thank you
Loved the vid! A pleasure to watch. When talking about the deck I like to say you have to practice putting your hondo goggles on. Once you have a critical mass of smuggle cards smuggle stops reading pay a little extra to draw a card it begins to read draw two cards because often times you'll smuggle another smuggle card into your resource row. So when looking at Starhopper with hondo goggles on it looks like almost a wingleader worth of stats that draws a card sometimes two cards. Timely intervention and The Client begins to look a lot like Bossk. Only big note is timely intervention doesn't give you all the utility on karabast that it does in person/TTS. For example I rarely hard cast The Client. It's almost always combined with Timely Intervention where you can put the XP on it before it ambushes then decide whether to put the shield on after or before damage is dealt. Same with Supercommando Squad and timely the ideal is usually put an experience on it from timely then ambush then put the shield on which karabast doesn't allow you to do. So definitely some really powerful playlines that you miss out on playing on karabast. You nailed it with the sideboard analysis. Day one I was preparing for game one green palp games at the cost of aggro and it ended up hurting me going 4-3. Swapped out the sideboard and ended up going 5-2 the next two days.
Hey mate, great deck. Really love people exploring and doing the work on bringing fresh decks into competitive play. Well done. How many games did you rep with this deck before taking it to the event? Did you play on karabast or mostly in person? How difficult is it to pilot in your opinion? Is a deep understanding of other meta decks essential for success?
@@_fox_3212 Thanks! Pretty much when hondo was revealed I was pretty high on the turn 2 smuggle into turn 3 6/6 childsen line. With the ratio of smuggle cards and the resource curve being the biggest difference in versions. As far as this version I've been playing it for about 3 weeks. Hondo only recently became functional on karabast and even now ambushing a shielded unit still doesn't quite work. I did most of my testing on TTS with my team The Bothan Network. As far as skill floor I think it sits in a really unique space. Mulligan decisions are fairly straight forward. Resourcing decisions are typically quite easy as well. The mechanics of it as far as not forgetting to smuggle in the card from the top of deck and triggering hondo just come with muscle memory. The real difficulty of the deck is past turn 6 you have about 8 different play lines available to you at any given time. Whether to play timely intervention from hand or from resource changes a lot depending on what you have in hand and your opponents board. If you want to play the deck at a high level I'd recommend analyzing resource by resource and nailing down the high value combinations. That way you can recognize them quickly while playing the game. As far as needing a deep understanding of meta decks there's definitely plenty of nuance but I don't think your ability to play around what your opponents doing defines the deck. One of the reason I chose this going into a fairly open meta was it was a control deck with a strong proactive gameplan. If your opponent ever plays under rate this deck will consistently punish them while snowballing the advantage with experience.
@georgethehulk8173 mate you are an absolute legend for this reply. Thank you for taking the time. I'll check out the Bothan Network! I've already played a few games with it and I just find it so enjoyable. I've been trying to make Jyn work for about 100 games and am ready to actually maybe win some games. Playing the deck really does feel like you have two hands. Well done again man, will have to tee up a game some time!
@@georgethehulk8173 I feel like Vigilant pursuit craft is way too costly for its stats line. Can you please elaborate on what you think about it ? I've personaly replaced it by a system patrol craft. Same for the Supercomando Squad which I have replaced by Rukh. Seems very strong with the smuggle ambush card. What do you think ? Thanks,
@@LesAnecNotes Having a 6 health space sentinel to answer a firespray after they play it is extremely nice. And the fact that you can do it without spending a card from hand is very nice. It's also great against Avenger as a way to blank it for a turn allowing you to get more value from Superlaser blast. I don't think it's a core card though I could easily see in a palp green or Han2 Blue heavy meta taking out vigilant pursuit craft for avenger. I just prefer the flexibility of VPC. Timely intervention from hand to run into an A wing and blocking multiple space units is great against sabine. Also having a healthy unit you can start throwing XP onto while avoiding wrecker is fantastic in those matchups. I prefer super commando cause it's great even if you just play it on 5 resources since it immediately has sentinel. And the ceiling of that card with timely is just crazy. I did end up cutting down to one Super commando in my latest list though and ruhk given the right meta of a lot of midrange decks makes sense. Not being blue definitely hurts your percentage chance of getting that 6/6 childsen though.
Lom Pyke is probably one of, if not the most underrated set 2 card. You don't know how good that card is until you've played with it or against it. I remember I found that out a while back when I tried using it in a Gar Saxon deck, the deck sucked, but Lom Pyke always felt incredible.
Also as far as budget options Palpatine's return instead of vigilance and first light instead of avenger are totally reasonable swaps. I wouldn't run the deck without Superlaser blast or snoke though. Too good against palp green and boba yellow respectively.
You should not be able to smuggle out the first light without paying the damage cost since you did not control any unit in game 3. I would recommend trying to avoid using Karabast's bugs (be it intentionally or not).
5 cost slot is pretty crowded and you'd never play him from hand. I like tobias but he's not flexibile enough in this deck. The reason I brought Hondo was I wanted a deck that felt prepared into a wide meta.
It costs 2 extra. Any card that has an aspect different than the ones you have it costs 2 extra per. So you could play heroism yellow cards, but it would cost 4 extra.
The turn han was going to 7 resources def shoulda put the exp on lom pike he was gonna have to kill with han regardless and it woulda survived the 7 drop han attack.
1 tech is great for bringing back a really important piece of removal or a maul that ended up in the resource row but it only comes up in control mirrors and I just didn't face that many but in a different meta 1 tech is fantastic.
Reason I put time on the deck and brought it wasn't pure power level it was flexibility into a wide open meta. Every card is an answer to so many different situations in a variety of matchups. I'm fascinated by what you mean incentivized people to build the blue green lists more correctly.
@@georgethehulk8173 i didnt mean it was a bad deck. I just meant that the leader hondo incentivizing players to put smuggle cards in their decks actually just is what green blue players should have been doing all along. playing more smuggle cards in decks is correct and it has taken people a bit to come around to how good they are. It turns your resources into free spells later on in the game. Which im sure you know but not all have realized. I think The correct build of any blue green deck has 2-3 timely intervention, 1-2 covert strength, and 2-3 lom pyke. Hondo u obviously play more
@@Commentpeon I can see that a little bit of smuggle adds so much flexibility, and a lot of smuggle just blows the doors open as far as card advantage. Very underexplored mechanic.
Giving exp tokens to stuff that’s being smuggled makes that 2 extra cost feel waaaaay better plus Hondo can give himself tokens and he comes out as a 3/7 cant be killed by takedown so only answer is Rivals fall. Hes a pain to takeout. I played against this deck last night and immediately said to myself I need to consider sleeving one up to feel the power of all the value options it was a crazy deck to play against. I WAS playing luke green with shields so it gave him a harder time but even then, he won convincingly. I did play a 3rd friendly game and won but narrowly escaped Hondos wrath LOL.
Hondo Blue - swudb.com/deck/RDvHDHTKaXovg
Become a Patron - patreon.com/VeiledShot
Use my TCGPLAYER Link! - tcgplayer.pxf.io/9gYPK0
👍Like what you see? SUB! 👍- bit.ly/3VAFHfY
👊Join my Discord! 👊 - bit.ly/3NMDib7
⚔ Follow my Twitter ⚔ - bit.ly/3TmUo1p
I really appreciate how much you commentate on what's going on in your game. I listen to audio only while at work and I can visualize most of the board state because of how much you describe. Thank you
Thank you! I'll be sure to try and keep doing it!
Loved the vid! A pleasure to watch.
When talking about the deck I like to say you have to practice putting your hondo goggles on. Once you have a critical mass of smuggle cards smuggle stops reading pay a little extra to draw a card it begins to read draw two cards because often times you'll smuggle another smuggle card into your resource row. So when looking at Starhopper with hondo goggles on it looks like almost a wingleader worth of stats that draws a card sometimes two cards. Timely intervention and The Client begins to look a lot like Bossk.
Only big note is timely intervention doesn't give you all the utility on karabast that it does in person/TTS. For example I rarely hard cast The Client. It's almost always combined with Timely Intervention where you can put the XP on it before it ambushes then decide whether to put the shield on after or before damage is dealt.
Same with Supercommando Squad and timely the ideal is usually put an experience on it from timely then ambush then put the shield on which karabast doesn't allow you to do. So definitely some really powerful playlines that you miss out on playing on karabast.
You nailed it with the sideboard analysis. Day one I was preparing for game one green palp games at the cost of aggro and it ended up hurting me going 4-3. Swapped out the sideboard and ended up going 5-2 the next two days.
Hey mate, great deck. Really love people exploring and doing the work on bringing fresh decks into competitive play. Well done. How many games did you rep with this deck before taking it to the event? Did you play on karabast or mostly in person?
How difficult is it to pilot in your opinion? Is a deep understanding of other meta decks essential for success?
@@_fox_3212 Thanks! Pretty much when hondo was revealed I was pretty high on the turn 2 smuggle into turn 3 6/6 childsen line. With the ratio of smuggle cards and the resource curve being the biggest difference in versions. As far as this version I've been playing it for about 3 weeks. Hondo only recently became functional on karabast and even now ambushing a shielded unit still doesn't quite work. I did most of my testing on TTS with my team The Bothan Network.
As far as skill floor I think it sits in a really unique space. Mulligan decisions are fairly straight forward. Resourcing decisions are typically quite easy as well. The mechanics of it as far as not forgetting to smuggle in the card from the top of deck and triggering hondo just come with muscle memory. The real difficulty of the deck is past turn 6 you have about 8 different play lines available to you at any given time. Whether to play timely intervention from hand or from resource changes a lot depending on what you have in hand and your opponents board. If you want to play the deck at a high level I'd recommend analyzing resource by resource and nailing down the high value combinations. That way you can recognize them quickly while playing the game.
As far as needing a deep understanding of meta decks there's definitely plenty of nuance but I don't think your ability to play around what your opponents doing defines the deck. One of the reason I chose this going into a fairly open meta was it was a control deck with a strong proactive gameplan. If your opponent ever plays under rate this deck will consistently punish them while snowballing the advantage with experience.
@georgethehulk8173 mate you are an absolute legend for this reply. Thank you for taking the time. I'll check out the Bothan Network! I've already played a few games with it and I just find it so enjoyable. I've been trying to make Jyn work for about 100 games and am ready to actually maybe win some games. Playing the deck really does feel like you have two hands. Well done again man, will have to tee up a game some time!
@@georgethehulk8173 I feel like Vigilant pursuit craft is way too costly for its stats line. Can you please elaborate on what you think about it ? I've personaly replaced it by a system patrol craft.
Same for the Supercomando Squad which I have replaced by Rukh. Seems very strong with the smuggle ambush card.
What do you think ?
Thanks,
@@LesAnecNotes Having a 6 health space sentinel to answer a firespray after they play it is extremely nice. And the fact that you can do it without spending a card from hand is very nice. It's also great against Avenger as a way to blank it for a turn allowing you to get more value from Superlaser blast. I don't think it's a core card though I could easily see in a palp green or Han2 Blue heavy meta taking out vigilant pursuit craft for avenger. I just prefer the flexibility of VPC. Timely intervention from hand to run into an A wing and blocking multiple space units is great against sabine. Also having a healthy unit you can start throwing XP onto while avoiding wrecker is fantastic in those matchups.
I prefer super commando cause it's great even if you just play it on 5 resources since it immediately has sentinel. And the ceiling of that card with timely is just crazy. I did end up cutting down to one Super commando in my latest list though and ruhk given the right meta of a lot of midrange decks makes sense. Not being blue definitely hurts your percentage chance of getting that 6/6 childsen though.
Lom Pyke is probably one of, if not the most underrated set 2 card. You don't know how good that card is until you've played with it or against it. I remember I found that out a while back when I tried using it in a Gar Saxon deck, the deck sucked, but Lom Pyke always felt incredible.
51:36 that rey player was son of a beach. I love that deck
Also as far as budget options Palpatine's return instead of vigilance and first light instead of avenger are totally reasonable swaps. I wouldn't run the deck without Superlaser blast or snoke though. Too good against palp green and boba yellow respectively.
I'm actually playing this deck tonight. Hope to dominate lol
Nice deck, but two overwhelming barrage is criminal
You should not be able to smuggle out the first light without paying the damage cost since you did not control any unit in game 3.
I would recommend trying to avoid using Karabast's bugs (be it intentionally or not).
FYI - Timely Intervention is bugged on Force Table as it won't trigger Hondo's Experience token when you Smuggle it.
What about Tobias Beckett in this deck? Smuggle aspect is blue and he’s decently statted with a good ability for the deck
5 cost slot is pretty crowded and you'd never play him from hand. I like tobias but he's not flexibile enough in this deck. The reason I brought Hondo was I wanted a deck that felt prepared into a wide meta.
@@georgethehulk8173 Flexibility seems to be the key to the deck
He did it let’s go!
You gotta make a Chewbacca wookie deck please.
Good Video, where do you play? On which website/ program?
Karabast
@@Ncarder3 ?
Yayyyyyyyyyy great vid
did you watch it in x10 it just came out😭
I would love for you to have played games using sideboard and see what you would have taken out etc
TCG link still isn’t working btw Veiled.
New to the game. How can vigilance be used in the deck when it has double blue?
It costs 2 extra. Any card that has an aspect different than the ones you have it costs 2 extra per. So you could play heroism yellow cards, but it would cost 4 extra.
Idea for karabast
A lil red arrow above the attack number to show the card as raid
The turn han was going to 7 resources def shoulda put the exp on lom pike he was gonna have to kill with han regardless and it woulda survived the 7 drop han attack.
is it worth it to run 1-2 Techs?
1 tech is great for bringing back a really important piece of removal or a maul that ended up in the resource row but it only comes up in control mirrors and I just didn't face that many but in a different meta 1 tech is fantastic.
Almost like I told you a week ago when you did your tier list and didn't even include Hondo blue as a deck archetype LOL
I remember overramping this deck with bossk and then playing krayt dragons, i had 2 on the board at one time
You only won match 3 cos karabast buggy as hell. You need a target for first light to play it
Hondo is not the best blue green control leader. It has just incentivized people to build their blue green lists more correctly
Reason I put time on the deck and brought it wasn't pure power level it was flexibility into a wide open meta. Every card is an answer to so many different situations in a variety of matchups. I'm fascinated by what you mean incentivized people to build the blue green lists more correctly.
@@georgethehulk8173 i didnt mean it was a bad deck. I just meant that the leader hondo incentivizing players to put smuggle cards in their decks actually just is what green blue players should have been doing all along. playing more smuggle cards in decks is correct and it has taken people a bit to come around to how good they are. It turns your resources into free spells later on in the game. Which im sure you know but not all have realized. I think The correct build of any blue green deck has 2-3 timely intervention, 1-2 covert strength, and 2-3 lom pyke. Hondo u obviously play more
@@Commentpeon I can see that a little bit of smuggle adds so much flexibility, and a lot of smuggle just blows the doors open as far as card advantage. Very underexplored mechanic.
Giving exp tokens to stuff that’s being smuggled makes that 2 extra cost feel waaaaay better plus Hondo can give himself tokens and he comes out as a 3/7 cant be killed by takedown so only answer is Rivals fall. Hes a pain to takeout. I played against this deck last night and immediately said to myself I need to consider sleeving one up to feel the power of all the value options it was a crazy deck to play against. I WAS playing luke green with shields so it gave him a harder time but even then, he won convincingly. I did play a 3rd friendly game and won but narrowly escaped Hondos wrath LOL.