Kartenziehsimulation |
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Chancen:
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Abgeleitet von |
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Nicht abgeleitet. Das ist ein selbst gemachtes Deck. |
Inspiration für | ||||
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What have we here... | 0 | 0 | 0 | 1.0 |
Truce at Bakura | 0 | 1 | 3 | 1.0 |
We Can't Repel Firepower of that Magnitude | 9 | 9 | 4 | 2.0 |
Enderikari 176
This deck is built to make full use of one of the sleeper hits of the Empire at War, Appraise. First turn appraise, played with the two resource sides of either Admiral Ackbar - Perceptive Tactician or Lando Calrissian - Galactic Entrepreneur, means a first turn 5 Cost Support. Turns out, this deck gives you a bunch to choose from, including the undervalued Strike Team from the Two-Player set.
The deck is great at generating , so getting out some extra Y-Wings can happen even if the second Appraise doesn't show.
Once the support train starts rolling in, that's where the rest of the deck shines. You probably noticed the lack of Millennium Falcon, but, unfortunately, it doesn't play into the heroes primary source of damage, It's a Trap!. Just two supports, LR1K Sonic Cannon and Strike Team can put 10 on the table. Can't pay for it? Planned Explosion. Opponent not playing ranged? Use It's a Trap! to set all of the supports to for the U-Wing and Y-Wing and tear up.
For mitigation, of course Pinned Down, but there is also Defensive Position and Dug in. Since you need control of the battlefield... never claim. Ever... Let your opponent claim the Medical Center - Kaliida Shoals, and get the battlefield. If they pass instead of claiming, pass too, and maintain control of the battlefield. Much of the speed of this deck relies on you getting your dice out first.
Any questions? Suggestions? Tell me what you think!
22 Kommentare |
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Thanks man, I appreciate it. An Ackbar/Lando Mill sounds intriguing, I'd love to hear where you are at with it. I almost always take the battlefield, if I can, since it's possible that, with this battlefield, whoever controls it first round controls it all game. I'm pretty confident in the burst to take care of the and extra healing. Tested it versus a few decks today and went 3/1. Cards I am thinking of taking out: Fortuitous Strike and possibly a Y-Wing to add additional Planned Explosion and Dug in |
Well it's more like a secondary mill idea. Between Lando and ackbar there's plenty of hand distruction, and with all the focus sides on them, Spy Net and Strike Briefing could make all the difference while you rip their hand apart and also deal damage. Keep them totally off balance I'm also a big fan of disrupt. So I'm toying around with using Diversion since you'll have 1 extra resource first turn, so play it first action now they only have 1. Not a great start for them. This idea is more of a pipe dream right now but it's stewing around a little upstairs. I do agree your deck has plenty of damamfe that any heals they get won't really do much, and considering your 3-1 now, sounds like that's the case! |
I love this combo. I was working on an eLando/ePadme pure mill, but the consistency between Acbar and Lando's dice is too good to pass up. This is pretty great. |
I've been trying to find a way to make Lando work. I still think he's over-costed, but his money making ability is extremely good. I'm curious as to why you chose Ackbar over Mon Mothma. Ackbar keeps your opponent's re-rolls a bit, but it's just one potentially. I think Mon Mothma's 2 focus sides are a bit better and being able to re-roll if you play one of your few events can make a difference IMO. I also like the shield over the discard due to the low health. I'll probably try it out and let you know if I think it fairs better. |
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Thanks,
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Chance cube has had a positive effect on every game I've played. Whether being focused to a 3 or being used as the last couple of points towards Planned Explosion, it's the little 0-Cost upgrade that could. Even if you can't pay to roll it out, it just goes back to your hand, letting you put it back out after the dust settles. Deploy Squadron is speed, it's not strictly-speaking necessary, but you will usually have 3 or more big supports by turn 3 and getting them rolled out before your opponent can resolve their own so you can It's a Trap! is ideal. |
All battlefield claim abilities are "may" actions. Your opponent can claim the battlefield without resolving the claim ability, so the battlefield doesn't permanently stay in your control. |
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Nice idea! With Fall Back in the game I thought big It's a Trap! decks might have been on the way out, but playing it with supports is inspired. How do you feel about Flanking Maneuver? Is it another avenue for dealing big damage when you're struggling to set up It's a Trap!, or is it unnecessary overkill? |
Depending on how it shakes out after further play, it might eke it's way back in, as more guaranteed damage is better than maybe damage. |
Nice deck! I played against this last night with my Thrawnkar vehicle deck: swdestinydb.com not sure if it was you or not. One thing I would change is adding more dice mitigation such as Electroshock or Negotiate. Have you also considered Salvo? |
It wasn't me last night on TTS, as I was playing at my local gaming shop, but I might be hopping on soon to test drive some of the suggestions here. All the best with your Thrawnkar deck! |
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Thanks for your insight, I'm geniunely excited about this new development. |
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With all the focus in this deck, consider "all-in". Also, id put a little more mitigation in here with great yellow options such as electroshock, loth cat and mouse, and negotiate |
Hey man I really like this deck! I've also been working on an Admiral Ackbar - Perceptive Tactician Lando Calrissian - Galactic Entrepreneur deck, once with supports, and another as a damage/mill concept. Would you be into collaborating on some deck ideas so we can make this concept great?! I do feel this is pretty solid and I'm going to give it a test run. I love your perspective on the battlefield. Very clever. If you win initiative do you take your battlefield then instead of grabbing shields?