eAurra Sing / Phasma - Phasmic Singer!

Simulateur de pioche
Probabilités: 0% – 0% plus
Inspiré de
eAurra Sing / Death Trooper - Death by Aurra 10 3 7 1.0
Inspiration pour
Pas encore.

Enfantterrible 171

Originally this deck started out with eBala-Tik and eAurra Sing, then an iteration with the Death Trooper, which I've been playing for some time, and in this third iteration of the deck I wanted to maintain the main strengths of the deck, yet at the same time bolster the deck a few of the places, where I found it lacking, in particular mistake after the unavoidable death of Aurra.

The combination of red and yellow, allows for good dice modification and great red cards (Imperial Inspection works wonders in this deck with 2 character dice having - great way to get rid of those pesky Vibroknifes).

You want to see Fast Hands in your starting hand ... Hard mulligan for it ... Aurra Sing becomes a beast when able to resolve her 2 immediately (which with her special ability becomes a 3) or even the can wreck your opponents early game. Other cards you are looking for include, Imperial Inspection, Salvage Stand, DH-17 and Electroshock. Remember that Electroshock is useless with Aurra off the board, so use it early!

Resources can be scarce in this deck, but it really helps that you can, when needed, resolve the side of Aurra for 2 s. Especially midgame when Aurra inevitably will be targeted down, aim for the 2 extra s, taking your tally to 4 and put Slave I into play. It's almost like getting a 2nd character.

I rarely, if ever, equip Aurra with anything but a Holdout Blaster or a DH-17 Blaster Pistol, she is always going to get targeted down. The only exception to this is if the opponent contrary to normal gameplay decides on taking out Phasma, in which case you build your boardstate with Aurra. Jetpack is almost useless on Aurra, because in most cases when you activate her, she will show 1 and 1 other die side. If she is equipped with Fast Hands she will usually resolve the for swift damage and that leaves the jetpack + a bit stranded. Personal Shield on Aurra can go a long way to keeping her alive.

DISCUSSION ON CARDS:

DH-17 Blaster Pistol is amazing, 1 and a great base profile, with 2 sides showing base and one +.

DT-29 Heavy Blaster Pistol is tricky, but I think it works well on the Phasma for a strong end-game. I usually bring it in by overwriting a DH-17.

F-11D Rifle is in for the, essentially, 4 damage sides (if you count in the ), it's redeployable and if Phasma is alone it can be vital .

Fast Hands for that sweet sweet 3 from Aurra.

Holdout Blaster is a stable.

I'm very much in doubt about Jetpack - it can win the day, but is not as consistent as I would like it to be, although the can be sweet against decks.

Personal Shield is great on Aurra and can keep her going much longer than you'd expect for a 10health character.

Backup Muscle - well .... gotta have it!

Imperial Inspection to get rid of nasty equipment and upgrades - works great with the 2 on Aurra.

Disarm - bye bye Vibroknife.

Battlefield is tricky. I chose Frozen Wastes because this deck tends to finish fast, and being able to remove that character die can be vital for the survival of Aurra (in particular in the early parts of the game).

Try out the deck and please report back with your feedback :)

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