Elite Poe hits harder

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here's the deck I went with for the coruscant open on Paris (27 players) and went 5th. the top 4 was composed of a ERey/EPoe (which beat me, and was really good), vader/raider(Classic but efficient), bala/Ephasma/trooper(went 5-0 up to top4 GG to him) and was right after a EAckbar/EPadme...

the deck might be looking like it needs absolutely it´s battlefield, but when you look at both character's dice, they have speciales that count for 0, so expect to play very very often with the opponnent's battlefield (who really wants to see you play holdout, hit'n'run, roll out Poe, resolve damage, then next action claim, detonator? Me but not my opponnent i guess!)

The aim of the deck is to exploit regularly Poe's special, not ABSOLUTELY force it each turn (unless you're actually playing on throne's emperor room). to do so, you have enough upgrades to either play them and build a board, either go full burst and let Poe eat the cards, and spit it on your opponnent's characters!

the survival I put is inevitable, Poe has to survive as long as possible... A Vader CAN kill him t2 (learned it the hard way...)

As long as Poe is on the field, keep your ressources to resolve it's Die, or heal him, or mitigate a fat roll from opponnent.

before, I was playing a mercenary (I like calling hired gun like that), which was doing nothing because rolling lots of pay-to-play damages, which was considered as blanks, as you want Poe to do that, and a REAL support, to focus, discard or do sh*t for FREE!

also, on the first version of the deck, jetpack was instead of cunning, but to adapt the padme support, and be more efficient, cunning replaced it, and I consider it better, even if you play hired gun, because of the options your opponent will let have you : lighte saber, force (insert "protection, projection, choke" here, hell even mind probe) upgrades. also, you can discard it on Poe, and resolve a mind probe effect at 5 quicker than the deadly tusken.

I would like to remember that these kind of decks depend a lot on YOUR playstyle, i like to play it very aggressively, and the list is built like that : no or almost none mitigation, lots of survival, early claim without rolling padme if it can kill without losing anybody on your side, mulligan for a thermal absolutely for T1, and most of all, NO falcon is not meant to hit the board, unless your already have 5 ressources to hit it's 4 damage AND play him at the same time (but then, think that you will have to take at least 1 more action each round to roll and resolve it´s die). Otherwise, it's 4 damage, nothing more!

I guess I said it all, if you have questions, I'll be glad to answer it. If not, I'd say this deck is to be manipulated carefully, as it's god rolls will always be better than you think, and might frustrate and make your opponent ragequit, insult you, or feel like he didn't deserve it :)

Note : The new SoR edition will change a lot of things, and I'm just waiting for a nice print of the speeders, home one, b-wings, or little ani pilote hero yellow to replace padme as support ;)

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