Kartenziehsimulation |
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Abgeleitet von |
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Nicht abgeleitet. Das ist ein selbst gemachtes Deck. |
Inspiration für |
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Noch keine. |
D4rthCaedus 243
I lost in round 5 to a Yondo, which I also lost 0-2 to in the top 2 match. He played his deck excellently and deserved that win, I not only didn't have as much knowledge of his deck as I should have, I also made some bad misplays. I underestimated the sweet synergy of Yoda + weapons with awesome specials + Cunning, and having to either get hit hard or not usually get out my big supports hurt. I should have played more risky to get out my big guns early like usual and then hope for the best as far as controlling his crazy stuff, but tbh even then it would have been a VERY tough battle!
Initial rounds:
- Win: ePoe/Sabine
- Win: e7th/Tarkin
- Win: eAayla/Yoda/Temple Guard
- Win: e7th/eBoba
- Loss: Yondo
TOP 4
- Win 2-0 against same e7th/eBoba
- Loss 0-2 against same Yondo
------- Summary -------
The idea here is of course power action Thrawn's money side and get a 6-cost support out turn one, and hopefully again turn two. Use Thrawn to take away mitigation usually, sometimes upgrades or other crucial pieces (It Binds All Things etc).
This deck was inspired by others' builds, but I modified it for my play style, mainly with the Scorched Earth and Ground Battalion, which I loved because tbh I wouldn't have won most (if any) of my games without it. Against 7th/Tarkin (my usual deck I play lol) it dealt 14 damage (9 one round then 5 the next)!
Pretty much every game win went as follows: I get pounded round one while playing a big support or two, round two I play another support and some mitigation, round three I play a lot of removal/Fall Back + a small support/Scorched Earth and Thrawn usually dies by now, turn 4 play a lot of removal and ideally finish them, or else it gets VERY close and I barely close it out in round 5!
------- Changes(?) -------
I only played this deck a few times before the tourney so I'm going to be testing some variations, the cards I'm going to try adding are:
Fang Fighter for AT-DPs, and potentially Flames of the Past for Art of War (which was tricky to play right), and Flames will help against slow support decks and may actually be great against fast decks (between Thrawn calling upgrades and playing it post-Fall Back). It's tempting to run a Dark Ritual or two since the deck doesn't do much except limp out a couple removals after Thrawn dies.
Darth Vader's TIE Advanced Got me a at least one awesome game-ending play, Kylo Ren's Starfighter often got played for 1 (I frequently controlled the battlefield due to Ground Battalion) so it was very worth it. In my head All In should have been a MVP but it never did anything for me, I'll be considering swapping it out for something.
------- Edit/Updates -------
Replacing Tactical Mastery and Three Steps Ahead with Partnership as it accomplishes the same usual goal of forcing out a big support damage die or a big money side on Thrawn, except if I don't roll either well then I am not wasting the resource.
10 Kommentare |
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Is isolation over mislead better? Maybe not?! |
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As I Have Foreseen might be good for Thrawn - Master Strategist ability, no? |
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Did you add the Fang Fighters and flames of the past? I’m thinking of taking a Snoke Thrawn deck to my SC. |
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Some other fun cards to play with could be Now You Will Die/Target Intel, and you could use Overrun in lieu of Ground Battalion if you wanted to ease up on the battlefield owning theme, or Trench Warfare if you wanted to double down on it (most of our dice have a shield side). With the current meta Docking Bay - Finalizer is probably a better battlefield cause of the discard and support hate.