Kartenziehsimulation |
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Gangsters | 1 | 0 | 2 | 1.0 |
Inspiration für |
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Noch keine. |
Nukesquad 3
Removed some upgrades and switch to an all gun combo.
Trying out Truce and Infamous so I can play an upgrade and still have resource for mitigation as well as do a blowout In Pursuit play. Still thinking if I can afford the slots for Quick Draw
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probably need to jam in Take Flight |
Like
So the idea is to let opponent activates, then we play one of the ambush weapon and then In Pursuit, tapping Infamous, then depending on my rolls, potentially use Take Flight or Bait and Switch into a blow out turn and taking out a guy. A 2-3 cards combo turn that isn't really too difficult to pull off as long as you get In Pursuit. I tend to lose most games when I can't find a gun and In Pursuit by turn 2 (assuming I mulligan for it. It's kinda obvious that the deck would be shafted by Easy Pickings and other multi die removal if I don't get Infamous. Still considering the battlefield as well. I find that with so low health character with no healing, I can't afford to claim early and risk not being able to use my removals. |
How does this deck fare if Greedo - Unlucky Mercenary gets nuked on turn 1?