Oops, I accidentally 3 Colors

Kartenziehsimulation
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hamberglar 98

This deck is one of those ones that looks insane at first, but I promise you that if you spend some time goldfishing it makes a lot more sense.

I officially recognize Hunker Downas playable in this deck as of the inclusion of Jetpack. There are probably enough ways to keep your opponent from hitting melee in this deck fairly consistently now. I think that was the card that put this over the edge.

Basically, the premise of the deck is that 12 out of the 16 dice available have 4 damage sides, and of the 4 that don't, 2x First Order TIE Fighter and Rey's Staff have a fourth combat relevant side that's basically as effective as damage or shields. Meanwhile, every card is <4 resources, so you should have really strong tempo.

The name of the game is protect Jinn, not Finn. Qui-Gon Jinn is the core of the strategy. Finn is just for deck construction, extra starting die, and a place to dump upgrades (60% of the upgrades have redeploy). As long as you do that, the dice should take care of you.

The second weak point (first being nearly entirely Qui-Gon Jinn reliant) is that this is a mixed damage deck. If you toy around with a dice simulator, you'll find that it's not as bad as it sounds, especially when all 3 of our supports tend to anchor our rolls pretty well. The hardest buttons to button are the F-11D Rifle and Holdout Blaster. If you REALLY think they're too risky, swap one of them (probably the F-11D) for Force Protection.

The events might need some explanation:

I think Daring Escape + Negotiate should be in every yellow hero deck that doesn't need its late game resources. They're both decent cards on their own, but they combo really well.

Willpower, Defensive Stance are pretty self explanatory. 2 damage swing, 1 resource.

The "spot a blue" cards seem iffy in a 2 color deck, but the idea is that if you don't have Qui-Gon Jinn, you probably can't win anyway. Best to play the good cards when you can. Worst case you can pitch them to reroll your +X rolls.

Use The Force, Awakening, and BB-8) help smooth out some of our lonely +X rolls. Disarm actually does this really well too. I realized after I first thought up this deck that Disarm is really good. There's only like 3 removal cards in the game and this is one of them, and it plays with the deck really well, since it puts some of our +X's to work.

Tldr: A big bag of combat relevant dice, all of which cost 2 or 3.

Changes since last publish: -2 Diplomatic Immunity, +2 Jetpack

More changes since that publish yesterday:
-2 Lightsaber, +2 Hunker Down (FINE YOU CONVINCED ME YOU JERKS)
-1 Daring Escape, +1 Riposte

Daring Escape is just not that good in the early game, so i want to draw it less. Negotiate is still strong as is, but we can still combo once. Not bad.

Lightsaber just wasn't getting played. 3 resources is too expensive in a deck that doesn't usually pitch other upgrades to play into larger ones. Hunker Down gets a lot of protection from its drawback via all of our dice removal.

Diplomatic Immunity was just too expensive. It never saw play except at the expense of a 2 drop upgrade and it's not good enough to justify it when Jetpack is available.

Echo Base is probably the best all-around battlefield, but I've been having a lot of luck with Rebel War Room to let us avoid some of our resource cost dice as well as deny a specific battlefield to our opponent slightly more than normal.

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