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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Noch keine. |
Stephilmike 22
This deck is fun and surprisingly competitive. Hard mulligan for LR1K Sonic Cannon. The next card you're looking for is Mobilize which will give you 4 resources for free with Hux's ability. With this set up you can usually get the cannon out first turn. Otherwise use Imperial Backing. Slave I is there to buy you time if the Sonic Cannon doesn't show up early.
Focus on keeping the Tie Pilot alive. Your opponent may make the mistake of going after Hux first. The Tie Pilot keeps your Cannon's die on the table. This is obvious but most opponents are so used to mitigating dice they fall into the habit of believing they're safe because they have a Guard or another type of die removal in hand. I can't count the number of times people try to remove the Cannon's die and I need to remind them that they can't. Imperial Academy - Lothal, Aim, and Roll On will get that cannon to a heavy hitting side. Then resolve it for free by tapping General Hux - Aspiring Commander or Guavian Enforcer. Combo it with Ruthless Tactics or Salvo depending on their number of characters left. No deck can sustain firepower of this magnitude for long.
All of that is with only one cannon too, it is common to get both cannons out or Slave I as well. Try it and have fun!
I played this in a tourney last night and had a blast! (Though I had no Slave I so I substituted an AT-ST and an AT-DP). I'll have to play it some more to give my full thoughts, but thanks for sharing what I found to be a fun and thought provoking deck to play!