Finding Your Deck Part 2 - Aggro
Most of us have at this point in Destiny played Aggro. It is the strongest archetype right now as the speed and bursts of damage that can be created are very consistent and able to move faster than most decks can set up. Action cheating and Fast Hands have made aggro very popular and powerful this set, and it may stay that way for a little while longer.
As discussed in part 1, Aggro decks are fast and forgiving. They usually follow a priority based system when it comes to making decisions, and are less susceptible to removal and lots of interaction with your opponent. They rely on their native character dice far more than drawing the right cards from their deck. If you like to do a lot of damage fast, then this is the deck archetype for you. One thing to note is that the way Destiny is built, each deck type does run dice removal, so all decks do contain some control. That said, if you like to play a more nuanced game and think through every card and dice resolution then it would be better to look at midrange or control.
Strengths of Aggro:
- Very fast. Fast enough to beat control, which is unusual for aggro generally.
- Easy to play.
- Lots of different viable characters.
- Rolls a lot of high values.
- Great against midrange.
- Less reliant on drawing the right cards.
- Does not run out of steam, or require much time to build up thanks to strong characters and drawing back up to 5 cards each round.
Weaknesses of Aggro:
- Generally requires an all-in play, if that play doesn't work you can lose the game.
- Higher dependence on dice rolls.
- Often can't afford to play a lot of dice removal, and when played lack the resources to resolve damage with a cost.
- Mirror matches are very luck dependent.
- Generally expected to lose if they can't lock the game down early.
Lets take a look at a couple strong aggro decks (disclaimer - these are not necessarily fully optimized but a good baseline if you want to try the decks out and make some changes and decisions for yourself):
Hero: A friend calls this deck "Red Deck Wins" because it is fast, does a lot of damage, and plays in a similar fashion for its namesake from Magic. This is a relatively easy deck to run. Get Wingman out, and play some upgrades while going fast. Get Planetary Uprising on the board, and get as much damage through as possible. Claim with unresolved dice if you need to as the extra damage from Planetary make up for some bad luck. This deck may not be the top of the tier list, but it is one of the more forgiving decks out there. There are certainly ways you can change this deck up, controlling the battlefield is pretty safe thanks to Snap, but if you are worried change out to Ewok Village or Secret Facility for safer play.
CHARACTER
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2x Baze Malbus, Crack Shot (Spirit of Rebellion #26)
2x Temmin "Snap" Wexley, Recon Specialist (Spirit of Rebellion #29)
BATTLEFIELD
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Carbon-freezing Chamber, Bespin (Spirit of Rebellion #151)
UPGRADE
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2x DH-17 Blaster Pistol (Awakenings #54)
2x Holdout Blaster (Awakenings #63)
2x Overkill (Spirit of Rebellion #33)
2x Rocket Launcher (Spirit of Rebellion #53)
2x Vibroknife (Spirit of Rebellion #57)
2x Wingman (Spirit of Rebellion #126)
SUPPORT
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1x C-3PO (Spirit of Rebellion #30)
2x Planetary Uprising (Spirit of Rebellion #97)
EVENT
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2x Defensive Position (Awakenings #104)
2x Field Medic (Awakenings #105)
2x Hit and Run (Awakenings #106)
2x It's a Trap! (Awakenings #107)
2x Rearm (Awakenings #109)
1x Block (Awakenings #153)
1x Dodge (Awakenings #155)
2x Rebel Assault (Spirit of Rebellion #94)
1x New Orders (Spirit of Rebellion #137)
Villain: This beast of a deck relies on Vader's high damage output and FN's ability to keep consistently doing a lot of damage. This deck will claim a lot less than Baze/Snap, but it doesn't care because of how much value it's going to get out of FN. This deck is certainly near the top of the tier list after the erratas went through last week. I expect to see it around a lot more.
CHARACTER
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2x FN-2199, Loyal Trooper (Spirit of Rebellion #2)
2x Darth Vader, Dark Apprentice (Spirit of Rebellion #10)
BATTLEFIELD
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Ewok Village, Endor (Spirit of Rebellion #154)
UPGRADE
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2x F-11D Rifle (Awakenings #8)
2x Lightsaber (Awakenings #59)
2x Holdout Blaster (Awakenings #63)
2x Z6 Riot Control Baton (Spirit of Rebellion #8)
2x Rocket Launcher (Spirit of Rebellion #53)
2x Vibroknife (Spirit of Rebellion #57)
2x Force Illusion (Spirit of Rebellion #135)
EVENT
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2x The Best Defense... (Awakenings #75)
2x Feel Your Anger (Awakenings #82)
2x Isolation (Awakenings #85)
2x Deflect (Awakenings #145)
1x Block (Awakenings #153)
1x Dodge (Awakenings #155)
2x Imperial War Machine (Spirit of Rebellion #62)
2x Lightsaber Throw (Spirit of Rebellion #72)
2x Overconfidence (Spirit of Rebellion #130)
Thanks for reading. Next time I'll be covering midrange, the most versatile of the deck archetypes.
Check back for updated links below to the rest of this article series!
Part 1 - Archetypes
Part 3 - Midrange
Part 4 - Control