"Rainbow" Goodstuff

Kartenziehsimulation
Chancen: 0% – 0% mehr
Abgeleitet von
Nicht abgeleitet. Das ist ein selbst gemachtes Deck.
Inspiration für
Oops, I accidentally 3 Colors 0 1 0 2.0

hamberglar 98

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

This is a 100% theorycraft deck, no playtesting.

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.

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 or Hunker Down.

I'm sure at some point, someone would have commented here: "Hunker Down seems good in this deck", and I disagree. I think that taking up an upgrade slot, losing to a single die, and only providing just the 1 shield per round is just not good enough for a slot. But if you think your meta is 100% ranged, it suddenly becomes a great slot (since it effectively has 6 damage sides in this deck when attached to Qui-Gon Jinn).

The events might need some explanation:

I think Daring Escape + Negotiate should be in every yellow hero deck. They're both decent cards on their own, but they combo really well.

Willpower, Defensive Stance are pretty self explanatory. Let The Wookie Win is harder to use, but they're all 2 damage swing for 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: Shit ton of combat relevant dice, all of which cost 2 or 3 except for Diplomatic Immunity. Let The Wookie Win is the worst card, so if you want to make changes, start there.

Edit: Forgot a battlefield. Echo Base is probably best, but Frozen Waste, Starship Graveyard, and Imperial Armory are pretty good too.

Edit2: -2 Unpredictable, +2 Disarm. I can't republish this deck today, because my rep is still at 1, but I'll republish when I can. For now, those are the proposed changes.

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