Masno eDooku eJabba

Simulateur de pioche
Probabilités: 0% – 0% plus
Inspiré de
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Masnonet 165

Hi everybody... I'm Davide (Aka Masnonet) from Italy (sorry for my poor language skills) and I worked on this deck for a while. I started with the common pair Darth Vader elite Jabba the Hutt, but I figured out that elite Count Dooku might be better. Let's start then...


GOAL

This is a flexible deck, which can do pretty everything... main control which can push out damage or mill. Count Dooku is hard to kill so if focused first you are fine. Just equip Sith Holocron on Jabba the Hutt and make him a Slime Sith Lord. If (more likely) Jabba gets focused first equip Count Dooku with everything you have but Hidden In Shadow... this is your tool to keep Jabba the Hutt alive longer. Why Mos Eisley Spaceport?: mainly because it sucks... This deck does not rely on the Battlefield, but you can consider using it sometimes bouncing back Sith Holocron.


CHARACTERS

Jabba the Hutt is just the most powerful character right now. You can reroll a yellow die (yours or your opponent's). With his elite version it's likely you can hit at least one 2 or use 1 to reach the same result.

Why Count Dooku over Darth Vader? There are actually many reasons:

  • Number of dice: Running elite instead of one-die-version, makes you stronger against single dice control and much less reliant on luck. I feel like you have better chance of winning battlefield roll.
  • Health: 10<13 right? Yeah, but with his ability, Count Dooku is able to absorb more than 3 damages.
  • You lose Darth Vader ability, which is so damn good but not that necessary when you already have two 2 sides on Jabba the Hutt. Anyway you will trade that ability with other two 2 sides. They cost one resource, but still they give you the chance to choose.
  • You might gain damage. Once again, Count Dooku single dice (1 and 2) is worse than Darth Vader (2 and 3), but with a little luck and a little you can hit the same or more damage with both dice.

That said, Darth Vader isn't bad at all. I feel like the two can both pair pretty well with Jabba the Hutt.


DECK

Sith Holocron wants all the abilities blue villain offers right now: Force Choke - Force Throw - Immobilize - Mind Probe and yeah, even Hidden In Shadow. That kit gives everything you need in order to control the table and some damage, but not enough against super aggro decks. The answer to that is a couple of lightsabers. Do what you can to have one early, take down the main threat and you'll be able to control the game.

One copy of Emperor's Favor helps you to have a better deck cycle (don't mill yourself!) and provide synergy with both Count Dooku ability and No Mercy. For the same reason you should include Boundless Ambition. With the proper amount of and planning (4 and two sides needed) you could hit two No Mercy in the same round. In the same synergy group I like to put Enrage: one little trick is to Enrage, discard a card to shield the damage on Count Dooku, do what you need with the 1 and eventually Boundless Ambition to refill your hand.

Deflect is a must card when there are so many decks around. Dodge is a good card in this meta, but I skipped it for three main reasons: its cost (2 vs 1) its color (grey does not help for No Mercy) and the third needs some more words. Heavy aggro decks don't usually run shields so they are exposed to damage. Defeating one of their characters is usually the best strategy to shut them down. Removing 2-3 and dealing 1-2 back is usually more worthy than removing maybe 6.

Feel Your Anger, Isolation and Use The Force provide just some more instant control when you can't use dice for it.

Last but not least The Power of the Force can be a great trick in so many instances! Play it when you have at least 3 or more blue upgrades in play and let the magic happen. 1 turned into 4... the harmless Count Dooku 1 boosted to 5 instant damages... it can work aswell with , and .


VIABLE CHOICES

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