Gonna Hit the King, Better Kill the King

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GandalfsHat 11

This is an Aggro-Dooku deck, there are many like it, but this one is mine. The biggest difference between this deck and others of the same vein is the choice to use Nute Gunray - Separatist Viceroy, Who serves a few functions: 1- His use for cards like The Best Defense..., and Leadership 2-The (obvious) use of The Price of Failure 3-His rather unusual ability, which often throws off an opponent. I'm a huge fan of psychological warfare in SWDestiny, and Nute Gunray brings that in spades. While this obviously isn't a mill deck, Nute places an interesting choice in front of the opponent: lose a resource each round (harder on resource tight decks), or risk losing a card you might need. This works better on decks that rely or expect certain cards to show up; Second Chance, Shoto Lightsaber, and Rise Again come to mind, though these aren't the only options. And while Nute's alive, the opponent must decide whether it is worth losing such a card just for a resource. The clear strategy for this deck is, quite simply, pump damage as quickly as possible. This is quite easy with Count Dooku - Darth Tyranus's ability, and the possible control aspect makes it even better. I personally suggest waiting to play Leadership and The Price of Failure until after an upgrade or two is on Dooku, maybe turn two or three, to make the most of it. Waiting until after your opponent claims is the best time, as they can't control any dice, leaving Dooku to swing unimpeded for MASSIVE damage. In fact, during one notable game, I used leadership and the price of failure on Dooku with two upgrades, to kill off a fully-shielded Rex - Clone Captain and two nearly undamaged Clone Troopers in a single turn, bringing Dooku back from the brink of defeat (having seven damage on him at the time). If you're going to hit the king...you better be sure he's dead.

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