You may want to look into playing Mas Amedda here as a replacement for your event draw card. Higher chance of grabbing your payoff card on resource turn 3, if you play a unit of course.
Serious question: why not dooku blue? Only double aspect card is command. Command is good dont get me wrong. Been trying to cook up a good dooku blue deck but was running into the problem that you mentioned by just running out of cards in hand and possibly not seeing my big plays. In blue you have doctor pershing which draws some cards as well which isnt too bad. Any feedback is greatly appreciated because i feel like this is a sleeper deck that no one is ready for (yet) lol
Hey thanks for your feedback! I’ll leave my thought process here: So the first variant of Dooku I experimented with was Dooku Vigilance, the deck was solid, but playing blue didn’t reward me with anything overwhelmingly strong. Overwhelming barrage is the best removal in almost any villainy command deck, and with the addition of merciless contest there is less of an issue of feeling like I NEEDED power of the dark side. Does that make sense? Yes in Dooku Vigilance your payoffs are not more expensive due to aspect penalty, but the trade off is that you make less bodies overall, which is what this deck is trying to do. And, because this variant ramps so hard, you can usually pay the aspect penalties without too much of an issue, so the deck functions similar on the top-end. With Vigilance deck space is very challenging, because there are so many blue cards that you want to include even if it may not be in the best interest of the deck. With double green, your game plan is very streamlined and almost all the cards in the list benefit each other or advance THAT gameplan, instead of having a handful of cards that don’t “synergize” to the best of the decks ability. Lastly, with Droid Manufactory and the card “Command” you can turbo Dooku out much earlier AND get bodies as soon as he is deployed to exploit, making your payoffs come down sooner and place pressure on the board. That’s a long winded explanation, but I hope that helps explain my thought process! Again thanks for your comment and your viewership! It helps a lot!
@@Josh_Koster if I’m completely honest, if you can’t turbo out a malevolence early the matchup is exceptionally difficult to win. The big sentinels aren’t enough to keep you alive with a 24 health base
Thanks for the comment! Manufactured soldiers would be a solid inclusion for more ramping potential! My only concern would be the same issue I had with the deck in testing. That being not seeing the big payoffs in time to utilize the generated droids! But give the deck a try and let me know how manufactured soldiers turns out! I’d be interested in how it works! The deck is very fun to play.
@@skellyxj1 I am definitely gonna try this out! The advantages of Obedient Vanguard are it deals more damage by itself by having raid 1, and I could see the +2/+2 being advantageous when trying to put quick damage on the opponent. But an experience token is way more versatile so I’d love to give it a try to compare
@@503rdLegion during my testing obedient vanguard used to die mostly without troopers on board, so i decided to drop him for infantry, and it really do its job extremely well, because of that token that will always land on something, usually the unit that exploited it.
@@zos666ghul Funny you should mention that as I was just thinking about this today! Gor is interesting, on one hand having a strong unit with sentinel/ambush/overwhelm is amazing and fixes my problem with not seeing my strong payoff. In the other hand, Gor without units to exploit is TERRIBLE. Playing a 7-7 for 12 is game losing expensive, which concerns me. The nice thing about Dooku and Battle Droid Legion is that they are decent payoffs for 9, which isn’t terrible without units to exploit, so they have less chance of being dead. All this to say: I’m torn! I want to run Gor because the card is very strong, but it has higher risk of being dead, especially against aggression decks. I’ll probably try Gor out sometime soon and see how it plays! Another big sentinel unit would be nice. I’m just worried about the cost and how much I need to exploit for that kind of payoff. If you try it let me know how it plays!
Decklist:
sw-unlimited-db.com/decks/69207
Thank you for the content! The Nordic Fleet Approves™
1. I am 100% trying this out
2. This is the most blinged out deck I've ever seen for this game lmao
Also a suggestion! Post the link to a deck list on something like swudb in the description
@@Vicic_thanks for the suggestion! I will definitely do that for our future deck profiles!
And thank you lol I do love my shiny cardboard!
@@503rdLegion much appreciated, excellent video and I look forward to seeing what else you put out!
You may want to look into playing Mas Amedda here as a replacement for your event draw card. Higher chance of grabbing your payoff card on resource turn 3, if you play a unit of course.
Oh I like this! I forgot about Mas to be honest! I gotta try this one out…
Serious question: why not dooku blue? Only double aspect card is command. Command is good dont get me wrong. Been trying to cook up a good dooku blue deck but was running into the problem that you mentioned by just running out of cards in hand and possibly not seeing my big plays. In blue you have doctor pershing which draws some cards as well which isnt too bad. Any feedback is greatly appreciated because i feel like this is a sleeper deck that no one is ready for (yet) lol
Hey thanks for your feedback! I’ll leave my thought process here:
So the first variant of Dooku I experimented with was Dooku Vigilance, the deck was solid, but playing blue didn’t reward me with anything overwhelmingly strong. Overwhelming barrage is the best removal in almost any villainy command deck, and with the addition of merciless contest there is less of an issue of feeling like I NEEDED power of the dark side. Does that make sense?
Yes in Dooku Vigilance your payoffs are not more expensive due to aspect penalty, but the trade off is that you make less bodies overall, which is what this deck is trying to do. And, because this variant ramps so hard, you can usually pay the aspect penalties without too much of an issue, so the deck functions similar on the top-end.
With Vigilance deck space is very challenging, because there are so many blue cards that you want to include even if it may not be in the best interest of the deck.
With double green, your game plan is very streamlined and almost all the cards in the list benefit each other or advance THAT gameplan, instead of having a handful of cards that don’t “synergize” to the best of the decks ability.
Lastly, with Droid Manufactory and the card “Command” you can turbo Dooku out much earlier AND get bodies as soon as he is deployed to exploit, making your payoffs come down sooner and place pressure on the board.
That’s a long winded explanation, but I hope that helps explain my thought process!
Again thanks for your comment and your viewership! It helps a lot!
@503rdLegion thank you for your very well-worded response :)
How do you feel about this going against Sabine?
@@Josh_Koster if I’m completely honest, if you can’t turbo out a malevolence early the matchup is exceptionally difficult to win. The big sentinels aren’t enough to keep you alive with a 24 health base
The hard part is getting vaders
Yeah they aren’t cheap regardless of rarity!
you can use Maul's meanwhile you are getting vaders
Would you mind uploading a link to SWUDB for this deck in the description or pinned comment.
I can do that!
@ thank you kindly! 🤩
Surprised not to see any copies of Manufactured Soldiers in here, but it looks solid! Dooku Command is on my list of things to try.
Thanks for the comment! Manufactured soldiers would be a solid inclusion for more ramping potential! My only concern would be the same issue I had with the deck in testing. That being not seeing the big payoffs in time to utilize the generated droids!
But give the deck a try and let me know how manufactured soldiers turns out! I’d be interested in how it works! The deck is very fun to play.
Been digging Vanguard Infantry more than Obedient Vangaurd since its more versatile and permanent.
@@skellyxj1 I am definitely gonna try this out! The advantages of Obedient Vanguard are it deals more damage by itself by having raid 1, and I could see the +2/+2 being advantageous when trying to put quick damage on the opponent. But an experience token is way more versatile so I’d love to give it a try to compare
@@503rdLegion during my testing obedient vanguard used to die mostly without troopers on board, so i decided to drop him for infantry, and it really do its job extremely well, because of that token that will always land on something, usually the unit that exploited it.
Any reason for not running Gor?
@@zos666ghul Funny you should mention that as I was just thinking about this today!
Gor is interesting, on one hand having a strong unit with sentinel/ambush/overwhelm is amazing and fixes my problem with not seeing my strong payoff.
In the other hand, Gor without units to exploit is TERRIBLE. Playing a 7-7 for 12 is game losing expensive, which concerns me. The nice thing about Dooku and Battle Droid Legion is that they are decent payoffs for 9, which isn’t terrible without units to exploit, so they have less chance of being dead.
All this to say: I’m torn! I want to run Gor because the card is very strong, but it has higher risk of being dead, especially against aggression decks.
I’ll probably try Gor out sometime soon and see how it plays! Another big sentinel unit would be nice. I’m just worried about the cost and how much I need to exploit for that kind of payoff.
If you try it let me know how it plays!