Simulateur de pioche |
---|
Probabilités:
0% –
0%
plus
|
Inspiré de |
---|
Aucun. Ce deck est fait-maison. |
Inspiration pour | ||||
---|---|---|---|---|
From Mon Calamari With Love | 0 | 0 | 1 | 1.0 |
Crimson Tide | 0 | 0 | 0 | 1.0 |
Troop Dupe Scoop | 1 | 1 | 0 | 1.0 |
Troop Dupe Scoop | 0 | 0 | 0 | 2.0 |
Masnonet 165
Hi everybody... I'm Davide (Aka Masnonet) from Italy.
Let's get started with this deck I've put together.
GOAL
Kill your opponent blasting him to death... PEW PEW!
There are some really good combo that can be explosive.
CHARACTERS
We have
- Admiral Ackbar: You're running his elite version in this deck (14 points). He does not have that great damage output, so why include him? First reason is his passive ability; your opponent won't play/discard his last card from hand and this will reduce his options. Second and main reason is the great 2 side which makes a great combo with All In.
A real bad thing about Admiral Ackbar is his health point: 9 is pretty low and that made me include
- 2 Rebel Trooper: Great ability... They can soak up a lot of damage due to guardian letting you control enemy damage results. Splitting damage is good, since that makes your character live longer. The dice is pretty good with 3 sides of , 1 and 1.
UPGRADES
There are 10... 3 very cheap upgrades which allow you to equip two turn one, or equip one and have still one resource for events. The other two couples are more expensive but are meant for mid game, you won't have them in your opening hand.
-
1 - DH-17 Blaster Pistol: good damage, a shield, two which should don't worry since you will likely get some from other dice.
-
1 - Scout: 1 is great, 2 for one resource is bad in 99% of the cases. You play that card mainy for its . Knowing enemy cards is good... discarding one of them aswell... if it's the last card in their hand is golden.
-
1 - Promotion: average card. It's here almost because of its cost. 1 is nice, drawing a card is not that bad since most of the cards in this deck are pretty cheap. One more die to focus and turn into damage with It's a Trap!.
-
2 - Holdout Blaster good damage, great ambush ability which allows you to accelerate your activation, but even better redeploy.
-
3 - IQA-11 Blaster Rifle great damage output, mediocre 1, good which can save your day if your enemy relies on shields.
- Skipped upgrades: Datapad you don't play that many , which is the main reason to include it in a deck. You don't even need that many resources either. Comlink and Rey's Staff cost 2 each... too much for what they give in this deck imho. Survival Gear this is the only upgrade i was thinking about... no and have good sides like and ... even which sometimes could be paired with + from Promotion. Still no redeploy and costs 2.
SUPPORTS
I included a couple of unique supports, mainly because they counter somehow Jango Fett:
-
4 - Black One: sometimes you'll have some extra resources. If not don't worry... it's not vital for your strategy. Discard it to reroll your dice if you feel you won't ever save enough to play it.
- 2 - Resistance HQ: great card to use when your opponent has no resources. You can shield your characters as you need, just be aware don't to mill yourself too much. Discarding one upgrade will grant the shield and allows you to play it cheaper thanks to Rearm.
EVENTS
So let's start with the best part... 18 events for every season:
-
0 - Hit and Run: Faster activation gives you faster claim for the battlefield which is good. You can trick Jango Fett with this card. Activate Admiral Ackbar and if he rolls Jango Fett you can activate one of your Rebel Trooper to soak up some damage.
-
0 - Squad Tactics: Once again, faster activation. No ambush this time, but it activates two of your characters at once. You can even use Hit and Run first and Squad Tactics immediately after to have a double protection action and have your whole dice pool in play.
-
0 - Rearm: As said before it has synergy with Resistance HQ, but you can use aswell if one of your dead character drops a weapon or if you discard an upgrade during upkeep phase, or if your opponent uses on you.
It does NOT work on Holdout Blaster. -
1 - All In: One of the most known combo, but hey... it works pretty good. Use all the results you have to turn every dice into . Kiss Kiss Bang Bang!
-
1 - Defensive Position: Undervalued control card. It can save your day. I run one in this deck... I could think about adding another one.
-
1 - Dug in: 3 shields for one resource... good on Admiral Ackbar and even better on a Rebel Trooper, if you still have to activate/protection with them.
-
1 - Field Medic: Standard card, more survivability.
-
1 - Flank: Running 3 characters it will work most of the time. You can remove any dice.
-
1 - It's a Trap!: This is the great blast. As your opponent has a single dice, even a modifier, you can turn every single dice in your pool to and immediately resolve it. This card can be game over for your opponent. Just outstanding.
- 1 - Surgical Strike: Situational card, playing one copy of. Can be good sometimes.
BATTLEFIELD
I think Imperial Armory is the best battlefield you can play. This deck is fast enough to go for the claim before your opponent. Playing a 1 upgrade for free is a good deal. Viable choices could be Frozen Wastes and Echo Base.
EDITS
I won a 12 people tournament this night (18 Jan 2017). It was not easy, especially against decks damage oriented. I won 2 games in the swiss round and lost 2 (Facing Ackbar-eLuke and an aggro eDooku-eJabba). I played again versus the same Ackbar-[eLuke] and I played better, shielding up and waiting for the big swing. I won the final versus aggro eDooku-eJabba with a build I haven't seen around before. He was running two copies of Gaffi Stick and two of Flame Thrower, Lightsabers... hitting like a sledgehammer, helped with a ton of .
I think I will start playing Echo Base, one or two Block and/or Daring Escape.
6 commentaires |
---|
|
I will try with some changes, putting Survival Gear back in. I would remove Black One and Surgical Strike before any other card. It could be nice trying this deck with Hired Gun replacing one of the Rebel Troopers. That way you could include Jetpack, DL-44 Heavy Blaster Pistol, Thermal Detonator (discard for passive Ackbar Ability) and from the event pool i would suggest Electroshock for some dice control. This would remove, on the other hand, some natural synergy and the explosive It's a Trap!. |
Hello there, very interested in this deck. Can you comment as to why you didn't use commando raid? Since it is an obvious include, I am sure you playtested it and decided against it. I was curious as to what your observations were. Thank you sir! -- A |
I feel like Commando Raid would fit in this deck... if there were more red dice. Admiral Ackbar is the only dice you are running having that icon, but you are more likely looking for 2 results, which leads to more damage potential. Damage that you can deal to the target you prefer (despite Admiral Ackbar passive). I'm not saying Commando Raid is bad at all. I had it in the deck in the early stages and I think it's good and you can give it a try expecially when you pair it in a turn where you use Scout . If just there was any red upgrade with ability... |
I'm currently running a deck like this but instead of double trooper I run a hired gun been pretty successful so far 3-1 local and 1-1 on tts |
|
Love this deck. Jango/Veers dominates because it has access to Jetpack and F11 which gives it so much more firepower. Hopefully Spirit of rebellion gives us more blasters, specifically red Neutral or hero ones. I expect all in/its a trap to be a dominant archetype once we get even one more set. As is, I'd don't really see an advantage to running Black one and resistance HQ. I'm not sure how they're tech against Jango and survival gear has 2 shield sides as well as one focus side. This will be more valuable over time than discarding cards and it can be reduced by 1 by claiming your battlefied.