Aggro Mace/TempleGuard

Kartenziehsimulation
Chancen: 0% – 0% mehr
Abgeleitet von
Nicht abgeleitet. Das ist ein selbst gemachtes Deck.
Inspiration für
Noch keine.

DanTheUpholsterer 15

This is an aggro deck of sorts but as you can see its made to withstand damage aswell, alot of shield generation is included in the force abilities. With only 5 upgrade weapons in the deck its unlikely ill be able to have each character wielding 2 lightsabers. Mainly i need to have 1 on mace and the force abilities on the temple guard who will hopefully generate shields for himself and protect mace long enough to get the job done. mace with 2 dice and a weapon die is potentially game ending with his 4 melee side can potentially do 11 damage if equipped with the heirloom lightsaber. late game i hope i can use ataru strike and resolve with 3 shields to do 7 damage. only thing with this deck is going to be resources will i be able to create enough to keep upgrading consistently. i think with shield generation and the force abilities i should be able to control the tempo of the game and hopefully make the game go longer to my advantage. i selected the secluded beach battefield because i want my opponent to choose their batttlefield. i have 1 die showing ranged damage so they definately wiill not pick mine so ill have advantage with shields to start on the Temple guard

1 Kommentar

porshy 1

I've played Mace Windu decks lately and it has big inherent problem. With a char you only have 3 dice alltogether to start with which is the lowest. And with a lot of low cost(or 0) cards controling dices out there you just get smashed. Windu has strong dices. But he has few of them. And single dice control card is doing that much more damage control. On top of that, they are cheap AF.

Thats kind a structural problem of the deck having him on. The counter to counter is kind a force speed & similiar, which doesn't counter well.