"Hello, what have we here" (post errata w/guide)

Симулятор раздачи карт
Вероятности: 0% – 0% еще
Образована от
eLando/eMothma Shield Mill (post errata w/guide) 0 0 0 3.0
Основа для
Lando and Mothma 0 0 0 1.0
"Hello, what have we here" (post errata w/guide) 10 6 3 5.0

Brandonious 222

This deck's concept is to shield yourself up so much that you mill your opponent out. To make sure you're getting the job done, 3PO can turn any side into a discard OR shield, which is sweet, because those are your main goals!

Surviving is top priority. Getting cards out of hand will help you win through attrition.

BATTLEFIELD

Echo Base - Hoth was an easy choice after I realize how much Rebel War Room - Yavin IV did not blend with what I was trying to accomplish, so a shield for your opponent when you're not trying to hurt them is fine by me.

CHARACTERS

Lando Calrissian - Galactic Entrepreneur is one of my favorite characters from the original trilogy! So a personal bonus for myself. His 3 start is nothing to laugh at. He's putting you at turn two just by starting the game! Lando was about being ahead of the game in the movies after he was introduced in Empire Strikes Back, and I wanted to see a deck that could incorporate some of the same through Destiny. / / helps the hero's do just that.

Mon Mothma - Skilled Politician has a great ability. Variance is the name of this game and with her on the field you are constantly testing your opponents luck - At least if they have red or yellow characters. Her for mill through Spy Net helps wither your opponent, and her double faces help keep your game moving and able to do anything. 9 Health hurts, but we are just trying to stay alive, so 1 health is really all that we need to be afraid of. She is more than likely your last character.

UPGRADES

Comlink - More for Spy Net, and 's for all occasions, plus a and a killer after ability...continuing the luck test.

EMP Grenades - Some and die sides, with a couple of good values, and a special ability that is too good for some of these vehicle decks. Plus, any other 3PO shenanigans from an opponent. Not 100% with this upgrade, but there are some vehicle decks that are terrifying.

Diplomatic Immunity - The value's on this die are incredible to pair with 3PO, and you're guaranteed a number!!! Also, having the ability to throw down 4 's is an amazing feeling, especially if they just removed them.

SUPPORTS

C-3PO - THE star player of this build. Mulligan, mulligan, mulligan for him in your opening hand. It's not game over if you don't get him, but it makes the plays soooooooo much easier.

Air Superiority - A card that I've never seen played, but I'm in the market for something that'll give shields. I really don't care for anything else.

Spy Net - Obvious. Both characters have sides, which will help us get that mill victory.

EVENTS

Field Medic / Loth-Cat and Mouse / Negotiate / with a shout-out to Friends in Low Places & Emergency Evacuation - This is the removal suite that works well with the characters and doesn't make you rely on having the battlefield. Loth-Cat was chosen because there are situations where the play is slower than the opponents. With that time, most other players have some dice on the field, and as long as you've rolled some one out, you can time this play (early or later) to take away a big swing or at least the threat of one. Emergency Evac because sometimes the opponent rolls really well, and your shields have all been used.

Defiance / Sabotage - These two are added as some flavor to removal. I wish Confiscation wasn't a villain only card, because that would have fit the slot for Defiance. Disarm on the hero side requires damage sides, and with Lando's 1...I don't feel very confident getting that card in play.

All Quiet On The Front / Spirit of Rebellion / Strike Briefing / Rebel are all to get 's going, and more milling if possible. Using Rebel as a "third" copy of All Quiet...excellent. Strike Briefing is fun to play with and gives you a little knowledge of what to do next, which has given me great luck!

That is what I have been doing with this build and seeing some success. I haven't run the gauntlet with it yet, but then again, the gauntlet will be changing soon.

Have fun, and may the force be with you!

8 комментариев

Widied 1

Second chance seems like it could go in here.

Spankatank 1

@Widied Especially with rebel

Brandonious 222

@Widied @Spankatank

I thought about Second Chance, but I decided against it for the initial build to see if I could focus some of my efforts into taking cards from the top of your opponents deck. I did want my MAIN goal to be staying alive, so I can see why you'd question no Second Chance - I'm questioning it now - however, I really wanted to utilize shields again, as I believe they are better than second chance. In my mind they are better because my build has made shields abundant, and instead of using all of my resources to stay alive replaying Second Chance, I'm using them to play shields or to take opportunities away from the opponent. (Even with Lando, 3 resources is still a pretty big number after turn 1).

Rebel was for a "third" copy of All Quiet on the Front.

sageleader 2

Why not run Survival Gear? I think it got significantly better post-errata, and it fits in with your Spy Net plans.

Spankatank 1

@sageleader maybe replace EMP grenade with it? This deck sounds fun, should be good playtesting.

Brandonious 222

@sageleader & @Spankatank

You dudes nailed it! I had played really early with it in some initial testing. I really like. I mean. Really like it. No blanks. Always a number. Plus, legitimate sides this build wants. If we ever get a "sidecar/sidebar " in this game (which I think would be great!) Survival Gear is my replacement for EMP. Comlink is too important for mitigation.

chinovalley 322

No Entrenched for the defense/mill synergy?

Brandonious 222

@chinovalley

Check out my updated 5.0 version in "inspired from" links