Shake up The Meta with Blue AGGRO-COMBO Grand Inquisitor!

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Grand Inquisitor is the most slepton leader in the game and with the devs announcing that grand Inquisitor is getting some love in the next set Shadows of the Galaxy now is a great time to try and find an interesting deck with him so here I present to you my aggro blue Grand Inquisitor deck so this is just a quick outline of the deck and the idea behind it this is an aggro Deck with a Twist the main aim is like any other aggro deck to go face as much as possible and quickly Whittle down your opponent's life to zero how do we do that the grand Inquisitor is all about attacking with your units and then readying them and attacking again this is where the twist comes in it's a slower aggro deck which most of the time doesn't want to be claiming the initiative you want to move slower than your opponent wait for them to do their thing before readying your units and going again when they can't do anything to stop you but to do this it takes an action and dealing two damage to your own unit and they have to have less than three power so in this deck we're trying to play things that synergize with this strategy playing things that want to be damaged things with powerful effects on attack so we can use them twice and playing some powerful upgrades that when we attack on that second go we're dealing massive damage we're also running the base that gives you a shield so that after you've damaged one of your important units you can Shield them up and protect them so they can go again the deck runs a lot of two and three cost ground units and so your draws are going to feel really consistent in terms of Mulligans you're looking for a good curve going into your four cost turn which is turn three confusingly usually Admiral ozul into any of fifth brother delmo or Death Trooper is a good start but you're also happy seeing partisan Insurgent or Scout bike p on turn one as well I would say that of all the aggro decks in the game that I've tried so far this one is the most difficult to Pilot correctly because I think there's a lot in terms of how we sequence playing out cards which uh units to activate in what order and which units to ready with grand Inquisitor it's quite difficult to get that perfectly right as without any aggro deck there's also a balance to be struck between trading appropriately and getting enough damage in early on the base near the start of the game you want to be looking for favorable Early Trades using our Shields and higher Health totals as the game goes on a bit longer you want to Pivot away from Trading with your opponent's units and push everything towards face there's usually a turning point in the game where you want to go face and what turn that is varies on a case-by Case basis whether you're playing against aggro or control but now right before I jump in and discuss all the card choices a quick question for you did you know that over 99% of you watching this video unsubscribed in the future I've got lots of plans to do more Star Wars unlimited content and if you don't want to miss out then make sure you're subscribed now let's go through the cards um one by one starting with the leader Grand Inquisitor he comes down as a six resource 36 with the ability deal two damage to a friendly unit with three or less power and ready it and then as a unit he has the same ability but he deals one damage Instead This difference between his abilities is actually really relevant and quite important because later in the game as we bring him down as a unit you can use it on one or more of your other units that you couldn't earlier in the game for example Imperial Interceptor becomes a valid Target when he's when when gr Inquisitor is a unit so you can get an extra three damage a turn uh through this extra to this is the fact that other damage units can get to go another time for example if seventh sister has four Dam damage on her having been readied already and then attacked again with grand Inquisitor as a leader we can't use her again but when he's deployed she can do another three damage on that turn because he's only doing one more damage to her and then that's another three damage to the ground unit with her ability as well other things to talk about with him are that as a unit he's a force user so he synergizes with Force throw and force joke and forign lightsaber and because he comes in as a three a three attack unit his power is actually low enough that we can use keep fighting on him so potentially there's even more sort of shenanigans that we can do readying other units with him attacking two or even three times so now let's discuss the base uh security complex The Shield from this base is nice to keep damage units alive it's the reason that we're running it over the 30 Health base the one thing I would say about this is don't be too greedy with it it's tempting to wait and put it on baz or seventh sister but most of the time it's going to be more impactful on Del Miko or fifth brother after you've Reed them to gain that little bit of security in the early game and with this deck that's something you want and you want to squeeze every ounce of damage out of them the every unit you can so the longer they stick around the better and units like Del Miko which have a passive ability to keep it around longer is just much stronger so now let's go through the ground units starting with the good old Death Star Stormtrooper you can't really go wrong with this little guy he's great on turn one as he can trade with nearly everything at that stage of the game he's great slotted in alongside another unit on later turns and he also synergizes with the next card that we're going to talk about which is Admiral ozul when I first saw ozul it's a funny name isn't it ozul I was underwhelm to say the least and even the first few times I tried playing with him I didn't think he was that good but I've kind of come around on him a little bit sure his action does require you to exhaust him and you might only be gaining one damage as you're bringing in units with three rather than two attack but when you can bring in cards like fifth brother and seventh sister who either synergize with grand Inquisitor or who have powerful on attack effects it's really quite useful to have them ready on ready to go on the turn that you play them he's also just got base stats for his cost he's a two three for two so you don't really lose much by playing him out on curve another Imperial Admiral that I wasn't sure and I'm still not quite fully convinced by is Admiral motty the key thing with him is that his ability isn't limited by power level and so he can be used as a finisher sort of on the odd occasion this is why only playing as the two of as he's really situational the ideal scenario is that you've played full on lightsaber on any of your units basically you get to attack with that unit and then with ground inquisitor's ability you play down mty and you kill him off and ready that unit and go again dealing sometimes up to 12 damage with one unit having said that he can be one not to get too greedy with as well if he stays on the board and you can trade him in being able to ready anything with him is a good play and is usually worth his two resource costs I would say he's definitely what you would consider a flex slot as he's sometimes a dead card in hand but then you can always just resource him if you need to if you were trying to consider something else to make your aggro drawers a bit more consistent and sort of taper down on the combo element of the deck I would say you could swap him out with benic chw tubes benic two tubes that's quite hard to say uh partisan Insurgent so I included these guys because of their High Health they can take a ready hit from Grand Inquisitor without dying and because we do play quite a few red units which allow them to make use of their raid two ability I think they're quite good I'll admit they're not that strong um but there just aren't that many other options at the moment with the limited cardpool if you really wanted to you could take them out for a space unit even something like a TIE fighter might be quite good scout bike pursuer so this is an unassuming card that I don't think fits into many decks but it can work quite well with grand Inquisitor playing out down on turn one means you get to attack with a 3-2 straight away with grand inquisitor's ability if you're not going to be too greedy with it you can give it a shield as well which means it can trade with most turn one players and give you some board Advantage from the first turn as well there's not much more to say about it than that really snow trooper left tenant I didn't initially put this guy in the deck because when I started making it I thought it was going to be sort of a more mid-range SL combo late deck but it turned into more of an aggro deck so the snow trooper Lieutenant is actually really useful to just push a bit more damage to the base or to be able to trade up into something big that we need to get rid of it's actually worked out a lot better than I initially so Ed Del moo I initially had the three cost two for with a shield in this spot I don't necessarily think that either is better than the other but what I like about Del Miko is when you have the initiative on turn two he prevents the oppon the opponent he prevents the opponent from playing resupply or waye or open fire without being traded into so if you can get a shield on him he can be really annoying for opponent and can shut down a lot of their early plays he's also got quite respectable stats with three damage and he can take a ready hit from the grand Inquisitor without dying and his restore one isn't really relevant in an aggro deck but in the odd race it might make the difference all around he's quite a solid card and he's a little nice little bit of disruption he has an effect that no other card in the game has actually it's quite quite a good one uh the Death Trooper I mean there's not much to say about this it's a really solid card you do two you can ping off um shields on opponent you can ping off crafty Smuggler with one go you do have to do two damage to yourself but quite a few minions in the deck synergize with that uh baz the Scout pursuer and um fifth brother off the top of my head so just an obvious include in the deck fifth brother fifth brother is one of the reasons to run Gran Inquisitor and he should be as it's clear that he's specifically been designed for that purpose he gets stronger with damage interestingly he has a weird ability which is nearly grit but it's not quite grit so he gets raid one for every damage that he has which is different to grit because grit is a permanent stat boost so it is a distinction it's actually worse than grit but because he's so cheap at three uh grit would might be too strong on him and obviously as we're damaging our own units to ready them with grand Inquisitor he gets stronger when you do that you can also self damage and ping opponent's Minions on attack so even if you have already used your grand Inquisitor ability you do get to increase his damage on attack and you can get rid of your opponent Shield a favorite play of mine with this deck is to play him down on turn two ready him with the grand Inquisitor then depending on the situation attack and deal damage to himself at that point you're doing five damage to the opponent's base and then you use the Epic action to Shield him making him a shielded 51 which is obviously very strong he also has all the other synergies of a force user with Force throw Force stroke and for a nightsaber and he enables partisan Insurgent if you played it down on one on turn one he's one of the best cards in the deck and he always happy to see him in your opening hand the next one is a bit of a spicy one I haven't seen a single other deck list running Bas since I started playing and I get it he does seem pretty weak in fact the four drop slot is definitely the weakest in the game there are very few must playay for drops the only exception I can think of is probably k2so can you think of any other let me know in the comments but baz feels right home in this deck for starters he has grit which means every damage he takes he gets plus one to attack secondly his starting attack of two lets him be hit by Grand inquisitor's ready ability when he comes down and thirdly his five Health starting point is really good because he's difficult to kill when the T he comes down and even once you've hit him with grand Inquisitor he still has three Health left AA shield on him at that point and he's really scary next up is seventh sister this is the second card that was designed in tandem with grand Inquisitor clearly for thematic and gameplay reasons and and she's the second real reason to run this deck or to play a grand Inquisitor list I should say she's one of the strongest units in the deck if you manage to get her stick around she can often ready two or even three times as she has enough Health to survive a GI proc followed by another grand Inquisitor proc and then either keep fighting triggers her or you can use gr Inquisitor as a unit and pl her again for one final attack she also has sabur which currently isn't super relevant Against The Meta decks but against random Decks that you might come across in constructed like Luke or Chewbacca it does come in handy and she's also a force unit so she gets all the same Synergy so next we have the space units and this is a short section I'm only playing one space unit we kind of have to accept that we're not going to have control of this Arena during the game but as the idea is to race our opponent down in the ground Arena we can kind of accept it the one space unit we do play at least does something as soon as it comes down and so you can ping off cartel spacer or an a-ing straight away Imperial Interceptor can't ready with grand inquisitor's leader ability but an important point with this deck is to remember that when he's a unit on the board you can ready the Imperial Interceptor because only does one damage sometimes it's easy to forget that but that's an extra three damage and that can be the difference between winning and losing so now let's discuss the events package which is a mixture of cheap removal and further synergies with our cards to sort of eek out that last bit of dam Force throw there's only three units in the deck which allow us to make full use of this card for that reason I've put it in as a two off when you can get it to go off it's one of the more powerful cheap removal cards in the game just make sure you're aware that you can Target yourself and so you can decide how much damage you're going to do but be careful don't only do this uh when absolutely necessary as we can run a bit low on cards especially sort of during turns 3 four and five due to our low aggro curve and playing out quite a lot of our thing choosing your moment wisely is really important with Force throw if you suspect your opponent is holding on to something powerful like Vader and they've been holding a card for quite a while it can be extremely impactful if you can discard it and remove something like bobal with the damage next up is um what might be the spiciest choice in the deck uh rally and cry obviously we're paying an aspect penalty for this card so it comes down at five resources but for what we want from it that's actually not bad cost because it's quite situational though we are only running out as a two of rally and cry is basically our late game finisher if we have three or even two units on the board regardless of how big they are this lets us hit for an average of four to six extra damage which by this point of the game should be enough to finish off our opponent I wasn't including in my initial list but in a bit of uh in some play testing it worked out quite well actually and people weren't expecting it next up is force choke uh it's just good solid removal it's great at two cost to remove a bob a unit Sabine leader or Bosque it's amazing at One cost with a huge Tempo swing obviously giving your opponent card draw is a big drawback but it's worth it to remove something important for such a low SP keep fighting another way to ready our units alongside mty and Grand Inquisitor uh in an absolute dream scenario this means you can attack with seventh sister three or even four times in one turn which can be game-winning I only put it in as a two of cuz it's quite situational and sometimes it will just be a resource and last up for events we have open fire I don't have much more to say about this it's three cost four damage it's probably the most simple removal in the game but it's effective so I in and lastly I play one upgrade the only thing to say about for obviously the stats are really good plus 3 plus three is it synergizes with our Force units and the Ping can be nice in some situations I would say just be aware that after you play it you can't ready that unit with grand Inquisitor so you have to remember to sequence things correctly so the pattern usually should be attack with the unit ready with grand Inquisitor then play forward lightsaber and attack again so that's the cards of the deck all discussed now let's go over some Mulligan advice so I thought that a good way to go through the miggans for this deck would be just to show you a few miggans on um s swdb and we can discuss what cards to keep and what cards to get rid of so let's start by clearing this and then draw six so this is a good opening hand I can already see straight away we have lots of cheap units we have an upgrade um this is actually quite a difficult decision on what to what to Resource and what to keep but thinking about what our turns are going to look like um we have a few options so I'm probably going to keep for on lightsaber unless I'm playing against unless I'm playing against maybe Boba Fett or just yellow in general because way is just so powerful against upgrades that um it can be game losing to play that but against someone like Vader um Vader green much more of a good play but I think with this one I I'd have one of two lines really I'd be playing Scout bike pursuer to ready it and give it a shield for a shielded 32 on turn one and then following up with Del Miko on turn two trying to disrupt my opponent alternatively the other option would be to play Admiral Oz on turn one not go for any kind of grand Inquisitor Shenanigans and then on turn two exhaust oo and play Del Miko and do three damage and then ready Delo and then Shield Delo and then attack again and do six damage with Delo on turn two so those are two pretty valid options um again depending on whether I'm playing against yellow or or another color if I'm playing yellow I'd probably be resourcing for lightsaber and Snow Trooper Lieutenant if I'm playing against anyone else I'd probably be resourcing snow trooper lieutenant and either um of whichever card I didn't whichever line I didn't take basically so if I took the um Scout by P on turn one line I'd be resourcing ozul but if I took the OZO line I'd be resourcing Scout bite pursuer because Death Storm troop is quite a good card to keep because you can kind of slot him in alongside of the cards when your resources don't quite match up well that's a pretty good first draw let's try another one just to see what they would have been okay um not quite as good but still pretty reasonable ball um I'd probably be playing I'd be forced to take this scout by pursue on turn one line and then if we didn't draw anything good on the next draw I'd be playing down Death Star storm shoer and partisan Insurgent so on both turns one and two we can be using ground ground inquisitor's ability we can be readying Scout by purer on turn one three damage and as long as Death Star storm tro sticks around on turn two we can be readying partisan Insurgent for three damage as well I'd probably be resourcing Val and cry because at this stage of the game it's a dead card and probably I think it's reasonable but either either Seven sister will keep fighting to Resource because seven sister is quite a long way away on turn one and keep fighting tends to be stronger in this sort of mid to late game I think I'd probably be getting rid of seventh sister just because we expect to draw another one by turn [Music] four so welcome to to this part of the video I'm just going to take you through a game on Force table um obviously this is not the same as as playing as a player um playing his AI is much easier but this is more to give you an idea of Mulligans and the curve playing out you know what to look for when playing out on curve and just how the deck functions really how to sequence things so um I'm going to I'm going to Mulligan this I do have a turn one play then I don't have much to follow that up with to be honest so let's let's send this back I think we can get I think we can do better yeah straight away this is much better our opponent is doing the same thing so what cards do we want to Resource I think we want to get rid of keep fighting and thinking about our curve and what it looks like I think we're going to get rid of the partisan insurent as well so we're going to start by playing down ul and then on P Viper Droid perfect for us actually and we're going to take the initiative we're not going to trigger ozel in this turn um I think we're going to get rid of keep fighting no let's get rid of the inceptor actually because we do have a turn four play with baz so we're going to trigger OZO we're going to play our Death Trooper we're going to do and then we're going to do P Droid okay he's playing false choke Le I gives us a card and we will claim the initiative and he's going to Ping all all the way that's fine we have quite a good followup and now we do have a bit card Advantage as well so in this case I think I'm going to get rid of keep fighting just because I think baz isn't going to be three power for long let's play Bas straight down and we'll ready him he takes initiative and we're going to Shield him and then we'll do four damage to the base and we okay what have we got we don't have any for Energies the moment so we're going to get rid of force throw he is healing one with that or healing two I should say because he has initiative I'm going to give baz a fallen lights saer and then we're going to attack that base for seven he's going to ping me Shield away but little does he know we can let's put it back on and play down a stormtrooper and then pass um we're going to get some Synergy with Force choke in a minute I think we might need that we definitely need to M something I think it's a Storm Trooper so I think we're just going to bring gr Inquisitor straight out okay you've done all what you can do we're going to attack the base okay ow in that case we're going to play a shield on ground Inquisitor okay eing my Storm Trooper away I can't actually trigger baz right now because his attack's too high but we'll get the damage in anyway he's taking the initiative okay so we're going to use this opportunity to get rid of both his things oh see me non vehicle I didn't see that oh that's really annoying oh well do it yourself and I'll draw a card and then we'll actually get rid of it this time and pass um I don't think it matters at the moment so we're just going to press done okay he's got Ambush that's fine because we're going to play another for light saon base bring out Vader but you're just dead so and that's um that game okay welcome to game two of the footage of this deck let's see how we do against bobber green um this is a pretty good opening hand we've got a bit of everything so I don't think we're going to take him all again but we are going to Resource let's have I think so I think our turn looks like turn one is oel turn two is fifth brother so as I I think we have a space for partisan insurent at this time force throw synergizes with fifth brother so we'll keep that I think we'll get rid of moment of Peace let's try this see how this goes crafty smug oky Dokie we'll take the initiative and I think we can safely Resource One of These in fact actually yes yeah that's fine okay let's get down fifth brother and I hope they don't have surprise strike okay e okay in which case we will shield fifth brother and attack the base I don't want to lose my shield so I won't be okie dokie and how much health has he got left three yeah I think we'll pass okay we do have a second big big brother fifth brother um in terms of resour cost we do have ones and three so I think we'll be getting rid of scout B just because of the resource the way it falls a bit awkwardly okay so he's going to be bringing out Boba the leader so I think let's get rid of that and we will do the damage and we will shield from Smuggler okay surprise strike it's fine and now I'm just going to trade because it makes sense he brings out Bobba as we expected I think it makes sense to try and wh it down he's going to attack base and I think we do play down the Stormtrooper and lose the initiative because we can finish off with that next turn and we have no one to ready so we'll pop we do already have an oz in play I think we just get rid of that isn't a great hand here comes BOS okay okay he one see sometimes the I is quite stupid I'll get rid of Boba Fett he can do anything and he's claiming the ships this is where Force thr is quite good so we will F throw and Target our opponent yeah it's actually effective but we'll still be able to kill this so that's fine and yes we do want because then we can kill boss okay so a pretty even game so far I feel like we have fallen behind a little bit especially with these drawers they've not been great to be honest uh we have to Resource something I think at this point that can't be used against fet fires spray so it will be resourcing that okay that's pretty pointless at this point just play it back down that's fine and I [Music] will would I do that we got they they've not got any cards in hand so they can't do anything at this point so yeah let's ready brother in fact I think we might have lethal here if I sequence this correctly so now we bring in [Music] um gring to the leader so attack with fifth brother uh oh I think I might have it wrong see this is where it gets a bit tricky um so we don't quite have [Music] lethal oh well I think we're still going to win yeah we won so I yeah that's where it gets a bit tricky with this deck um at the end there the sequencing was a bit off by me actually um what I could have done was played my Scout by pursuer hit it with my ground Inquisitor and then got more damage in or alternatively I could have played R and cry before reading either fifth brother um or scar basua I think it probably would have worked out about the same amount of damage in the end um maybe was a way to do a little bit more but I don't think there was a way for me to finish off the opponent at that point of the game but anyway that was quite an interesting game so there you have it that's um a couple of games with this deck against some of the the stronger meta decks overall I think this is you know it's it's probably not a tier one deck but it's very strong deck it's probably you know tier two I would say Grand Inquisitor is a very strong leader and it's very it's very fun to play with you know seventh sister and fifth brother in was essentially quite a thematic deck as well thank you for watching and uh make sure to subscribe because I'm going to be making more Star War unlimited deck Techs in the future and let me know if you've got any suggestions for decks you want me to try thank you
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Channel: Top Deck Wizard
Views: 6,282
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Length: 30min 28sec (1828 seconds)
Published: Mon Apr 08 2024
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