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Mono Yellow Aurra | 8 | 6 | 4 | 1.0 |
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Deck104 61
Updated for EAW - fit in 2 rend if you play this before Imperial Inspection gets errata (rumoured)
Check out my video playthrough here: https://youtu.be/i7MnLRRYSIA
Aurra Sing is very good, and if you've ever played with General Grievous you understand how little help the both of them need to inflict a lot of damage.
Mulligan for a 2 cost equip, if you have one try and get fast hands or a backup muscle for immediate discard. Against a heavy range deck, keeping Personal shield is also great, and is a better turn one play than Holdout Blaster. In fact if I can, I try to save Holdout Blaster for turn 2, opting to put an Ascension Gun on Bala turn 1 if I have both.
I've gotten a lot of flack for the low health pool of this deck. But, currently I'm 24-7 with it on TTS. I'm 0-fer against Palpatine, and I think it's just an autoloss, but I am wondering if we play it slow and really try and load up the shields we can get there. Switching the battlefield out to Starship Graveyard could be a consideration as it would let us loop Armor Plating. Armory could also be a good battlefield call to push some upgrades out late game.
Rememer Aurra makes every card a logistics.
Fight Dirty and Armed to the Teeth go a long way toward ending the game quickly. You should be able to kill someone Round 2 every single game.
There are a bunch of playthroughs of this on our youtube channel. Please check us out at www.youtube.com/thehyperloops.