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Foz 1024
A Classic Returns - Vader/Raider for SoR
Summary
Designed to feature many of the most cost-efficient cards currently available, this deck is packing 14 0-cost cards and 8 1-costs. You'll have a ton of options even when low on resources. That makes the deck much more difficult to pilot since it presents constant choices, but on the other hand once you're comfortable with it, you have a huge variety of high-quality tools to work with.
The Cards
Secluded Beach - Scarif Not so much for what it does, but what it doesn't do. This build has exactly one face hurt by this card, the Tusken Raider's 1. This is a safe choice that can't really hurt us if the opponent gets it, but has upside for us in many matches.
Fast Hands One of the best reasons to update this deck for SoR. Fast Hands isn't just about getting your damage down fast, though it can do that. One of the best plays is , snatching away your opponent's resources before he can react. That threat will probably make your opponent play the game entirely differently, which is great - if he holds less back, he won't be able to remove Vader's dice as often.
Force Speed Combos great with Fast Hands, and helps get Vader's dice resolved. Often this will find you the time to resolve Lightsaber Throw before you resolve your damage. Best play is Fast Hands resolve Force Speed , then you have 2 more actions to reroll, play cards, and/or resolve Vader's dice.
Force Illusion It's top-notch damage mitigation. We don't really count on any specific cards, so the deck is expendable. It's especially good against Fast Hands and various action cheating since it can mitigate when you don't get an action.
Other Upgrades Primarily for melee beatdown. Vibroknife is good support for the others since it adds more sides to attach modified sides to. Kylo Ren's Lightsaber is made of pure ass whuppin'. Makashi Training because it's efficient damage.
Bait and Switch, Force Strike, Lightsaber Throw These cards create damage, either by turning dice to it or in Lightsaber Throw's case just doing direct damage. All the dice except Kylo Ren's Lightsaber have sides that work with Bait.
Enrage Not much to say here except it's great. It just lets you do more.
Friends in Low Places This is a toolbox card that troubleshoots all sorts of things. You can yank their removal so you get to do more damage. Strip that All In or It's a Trap! that was about to crush you. Nearly every deck has one or more all-star events, and this lines up against most of them.
The Rest The removal. It should be enough to consistently remove a die each turn if you need to, and against some decks like Poe that's exactly what you'll want to do.
The Things I Didn't Include
Sith Holocron I'm sure some will find the omission controversial. Instead of the Holocron package, I have included upgrades to maximize beatdown.
Backup Muscle In this meta, this card is quite slow. Sure it eventually does 3 damage for 1, but it costs 4 actions and takes several turns to do it. I consider Lightsaber Throw the spiritual successor to Muscle; You pay for damage, but it does 2 dmg for 1 action instead of 3 for 4 actions. It is also front-loaded so it helps you race more right now, rather than later.
One-Quarter Portion It can remove any die, but the price is too high. Giving your opponent a resource is a major downside, and with so many quality control cards in villain blue/yellow I wouldn't include something with such a big drawback. Feel Your Anger would be a much better choice, but I couldn't even find room to fit that in the list. This list already has 4 dice removal cards at 2x each, and I feel they're the 4 best available.
Conclusion
So far this is mostly theory-crafting. If you want to test it or share your ideas about what you feel should or shouldn't be here, I'm open to any feedback.