Blue Steel

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Blue Steel 6 3 7 2.0
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A look at eCad Bane / ePhasma for EaW.

Special thanks to Zephireast, milogert, Double Blanks Gaming- Jay, and MannyMaYs who have posted Bane/Phasma deck lists here. I have taken inspiration from these builds, and this list represents my effort to distill the best build from those various ideas and my own initial list.

Changes for v3.0

Another fairly substantial change list. I feel this is a lot closer to an optimal set of cards for this deck. I've dumped some lackluster things, and replaced with cards that appear more consistent or higher quality. The only exception is X-8 Night Sniper which I would probably run two of if I had a second one.

This list also brings far better balance to the colors represented in the deck, which is important with Kylo Ren - Tormented One popular right now. The split here is 12 Red, 12 Yellow, 6 Gray, so Kylo's odds of choosing right for a random hand are about 40% whether he picks red or yellow.. That's about the best we could hope for without having a 3rd color. I didn't intentionally try to make that happen, but I'm happy it turned out so evenly split.

Rebel War Room - Yavin IV - Usually the pay sides don't make it this long; either they got removed, or you resolved them and paid. That made this relatively low value most of the time.

Deadly - Often just a card I didn't want to see. Cad wants to get more dice or trigger ambush, and it doesn't do either one.

Fast Hands - Seemed like a good idea, but hasn't really felt great. While Cad's die resembles Vader's, we play a lot more upgrades that do damage and Phasma has as well so it's not as good or as needed to protect what Cad rolls. We also have ambush to help do that, so a lot of the time it was redundant.

Truce - Cute, but replaced by better cards. Definitely a card that works better with resource theft. Ezra probably loves this card.

Moisture Farm - Tatooine - A battlefield that's more likely to be fought over because who doesn't like resources? But at the same time Cad moves pretty fast, so we have a good shot of getting it, and one resource is way better than what Rebel War Room - Yavin IV was usually giving us. It's the better answer to this deck's thirst for money.

Armor Plating - Trying this out, idea borrowed from JachPot's Captain Caddy build. Seems like it should be good value. It also doesn't spot which is an issue with both Electroshock and Coercion.

DH-17 Blaster Pistol - It's back. Best 1-cost die for ranged decks. Competes with On The Hunt which is popular, but I feel inferior; On the Hunt's non-special sides are just bad, and it provides the shield/die removal effect which is situational. DH-17 and its damage sides on the other hand are always good. My build also packs a lot of economy so the pay side isn't much of a drawback.

"Fair" Trade - Tech against Thrawnkar, and possibly Palpatine. Sometimes useful in other matches. Keep an eye out for the opportunity, but don't be afraid to just pitch it if opponent is spending resources aggressively and usually broke.

Prepare for War - definitely harder to use than Logistics, but not bad. With this being the 5th card that's aimed at resources, I might still be on the high side for economy cards. Still, it never feels bad to have more resources in this deck.

Other Card Thoughts

F-11D Rifle - The old workhorse. Some lists are running things like Jetpack or DT-29 Heavy Blaster Pistol over this, but I feel it has the best damage and usefulness of all of them. It's also another redeploy which can help if Cad is going to bite it. Overwrite into redeploy upgrades when he's likely to die, if you can.

Imperial HQ - I missed this one in my first attempt at this deck. It's exactly what this deck needs. You'll hardly go a turn without using it. Mulligan aggressively for this and your other economy cards, they make your early turns go so much more smoothly. Our upgrades make it even more likely to be useful, most of them have pay sides too.

Logistics - The likely winner in the resource card battle. I'm still messing with Prepare for War but I definitely value Logistics consistency more.

Rend - We're going to need it for that Imperial Inspection match. As an added benefit it also clears Sith Holocrons and a number of other common value cards. Even more useful now that the Running Interference combo decks are around.

The Best Defense... - This is one of my favorite cards ever. With Cad almost certain to be focused, I can't imagine why anyone doesn't play this. Especially great against high-point characters like Mace and Palpatine where 2 character dice is a huge amount of their power in a turn.

The Cards That Didn't Make It

Ruthless Tactics - It doesn't interact well with HQ which is certain to be the better of the two, and often takes up valuable tempo for little gain.

Tactical Mastery - It seemed good on the surface, but ultimately the deck doesn't have many moments when ti's critical to take two actions, and already cheats actions using Cad's ability. Money is tight enough this always seemed like the first thing I was choosing not to pay for.

We Have Them Now - Feels like we have more pressing uses for 2.

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