Pride and Joy Shadow Caster - Artificery April

Kartenziehsimulation
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Abgeleitet von
Nicht abgeleitet. Das ist ein selbst gemachtes Deck.
Inspiration für
Noch keine.

Chris69 27

Hello,

This is the deck I took for Artificery League April and lead me to the final win.

watch the final : https://www.twitch.tv/videos/629710698

First, I have to mention Jonathan Magnusson of the Destiny Council who created this deck in the early of Spark of hope. Also all my French Teammates who helped me a lot, @leddon, @papapop, @strog, @thevert and others ! And all the players in Lyon and my family who supported me :)

With Covert Mission bringing Reap and Pride and Joy, I was very excited to upgrade this deck, that I already used to win a prime in France (Angers).

Then, after a lot of testing, I considered that my gameplan should be in priority to play Pride and Joy twice on the 6 ranged of the Caster instead of the classical reset. I added a targeting astromech instead of the dorsal turret. I kept two Aerial Advantage which helps a lot to fix the shadow caster’s die.

I wanted also to have a lot of removal against agressive decks and also a lot of cards for ramp. So I had to remove a lot : BB8, a Graplin Arm, ...

Concerning the choice of this deck for this event, as we were on a heavy droids meta at the moment, I decided to run Pride and Joy Shadow Catser based on the fact that DM/Separatist Embargo could not be played so much because it does not help particularly against droids. Only 1 deck was running DM on top 8 and it was on the opposite bracket.

My favorites card in the deck are :

  • triple turret,
  • pride and joy,
  • salvaged arm,
  • reap,
  • motivate,
  • aerial advantage,
  • easy pickings,
  • garbage chute,
  • the shadow caster (!).

If I had to change, perhaps -1 truce that I did not use a lot. But I wanted to have it to be sure to bring the shadow caster in play without rolling if needed against heavy disrupt deck.

How I play this deck :

  • in my starting hand, I usually keep only free mods. I don’t want to have a lot because engineer would become less efficient. I do it even if I have a triple turret (unless I am very sure to make money to play it round 1)
  • priority 1 is to have ramp cards and make lot of money
  • priority 1 is to have removal to keep alive Chopper for two rounds at least
  • then, for the two first rounds, I do the engineer after ability to find my mods,
  • in turn 3, I do not need extra mods in most games, so I choose to do or not the engineer after ability only if I know that good cards are on the bottom of my deck to prepare turn 4 and make sure to have Aerial and Pride and Joy (but also garbage chute). This is very important to make sure to have these cards to close the game on turn 4, so this is an important decision you will have to take : doing or not the after ability of the engineers in turn 3 and claiming soon (meaning sometimes, keeping the money and do not reset the shadow caster yet).

  • Pride and Joy and Aerial are key cards for a good start (but do not keep them absolutely if you have them in your starting hand) or to close the game. Aerial works with chopper mods so it can work immediately in round 1. Pride and Joy can also be played in the first round with preferably two mods on the shadow : on a 4 or 5 indirect die, it means a total of 8 or 10 damage : it wins games.

  • against DM, it is harder because you will have to scruffy those DM or discard them with chopper : salvaged arm and motivate helps to do it. The second plan is to kill the yellow character. When there are two yellow, it is harder but not impossible.

  • against Trando, well it is hard because of DM obviously with the two yellow characters but mainly because of the possible early kill of chopper. In fact, this is hard against trando for a large part of decks running AR.

Well, it is a very fun deck. I played it I think more than a hundred times and I have lot of fun with it in each games.

It is not a top tier deck but not so far. I hope you enjoyed the write up.

Thanks for the reading !

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