Jabbalater

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Jabbalater 8 6 2 1.0
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Peacelord 1155

Jabbalater (JABba, BALA, nightsisTER)

Built within a limited environment (one booster box, but with suggestions for further refinements at the end of this tactics writeup) this is a a rather interesting control-aggro deck, centring around the very cheap for two dice Bala-Tik allowing you to get some amazing control from Jabba the Hutt and the Nightsister.

Nightsister Let me address her first; she's here to: 1: Give you a very powerful re-roll ability in the form of her action ability 2: Give you access to some of the best control cards in Force (blue) 3: Roll (or be focused for) her damage

Use her ability to control any dice your opponent rolls that are going to dish out the beats to you; she really is your ultimate control piece that is reusable. Not only is she great at controlling your opponent's ability to make damage stick, she also can reroll your own dice if you really need that straight ranged damage result to resolve ranged damage; Nightsisters seem completely underappreciated by almost everyone right now!

Jabba the Hutt He's here to: 1: Provide lots of focus and reroll to get Bala Tik churning out damage sides each turn 2: Be a big body to soak up damage if they manage to drop Bala-Tik first

You really need to use Jabba to get your focus results so that you can focus Bala-Tik (or Nightsister to that damage side or the Mind Probe special as a nice spiky turn of damage). It's a control deck, so if it goes long your 2 Discard can be super useful too, as discussed below.

Bala-Tik: Your damage dealer, he comes with 2 dice with 2 ranged sides, but one is a modified. Yes, it's kinda "dicey", but that's a yellow Gang Leader for you. The deck is stuffed with focus so you can make sure he gets some damage out each turn. His ability is not to be underestimated; if you can go for an early kill, the extra tempo generated by another activation of his can be super difficult to contain.

Other Notable cards: Immobilize and Force Choke: There to mitigate damage by providing shields for Bala Tik or getting rid of scary dice that will damage him, get these on the Nightsister as soon as you see them. If your opponent leaves her, she becomes an amazing control piece; if he goes after her, she is diverting attention away from Bala-Tik, your main damage dealer, so that's a win too!

Hidden In Shadow: Cheap as chips, you can even equip this for free with our battlefield. It goes on the Nightsister. It basically might as well read "Get one free, damageless reroll a turn".

All In: Tiny Grimes made a nice video about this card in a Luke/Akbar deck. It works here because we have lots of focus in this deck, meaning you can do the insane trick of resolving a bunch of dice all at once, by focusing to everything we want and then resolving it for a super alpha strike in one turn.

Holdout Blaster: These go on Bala-Tik ASAP! You COULD fake your opponent out by putting one on the Nightsister early on, attempting to lure damage onto her and away form Bala-Tik, and then they just Redeploy anyway to him.

Imperial Armory With quite a lot of upgrades in this deck, and some not cheap, this is going to be a useful claim if you get it to allow you to keep building your board state and yet have resources available for your dice manipulation cards.

Tactics of the Deck: Early game you have to decide if you are going to be able to be the aggressor against your opponents deck or not. If so, use any focus early on to maximise your damage in any way possible: your aim is to get that first kill so that you can double activate Bala-Tik for the snowball effect. If you secure this, unless they have excellent control options left, you should accelerate to victory.

However, If you need to bide your time because they can out-damage you early on, the control elements of your deck come into play. Use Nightsister to stop their main damage dice, and use your resources on slowing their attack (Isolation, Feel Your Anger, Scramble, Unpredictable, Force Choke, Immobilise). Once you have built board state to be able to neuter their main damage dealer you'll be able to start dishing the beats back. As a secondary way to slow them down, you have disrupt options on both Nightsister and Jabba plus your blue upgrades, so can focus for these if you see that they are trying to gets lots of equipment out early (Han/Rey is a good example), choking off their resources for those upgrades.

A typical order activation will be: Bala-Tik first then Nightsister or Jabba, using their focus results and Jabba's and Nightsister's ability to set for damage on Bala-Tik's dice or the Nightsister's dice, or disrupt/discard if slowing them down early/milling them late game.

Backup Win Condition: This deck, without even building for it, has a surprising amount of discard, so the mill win possibility is real. Jabba, Thermal Detonator, On the Hunt, Nightsister, Force Choke and Mind Probe are all discard cards, making a late game mill a very viable secondary win condition. Use additional focus from things like Comlink and Black Market, or the Nightsister reroll, to maximise your discard turns!

Cards to improve it (if you get access to these, brilliant: I built this from a limited pool): 1: 2 Backup Muscle: This support is AMAZING. Do it. 2 unblockable damage a turn with two of them out for 2 resources?! I signed up already... 2: 2 Cunning: this is such a solid die for just 1 resource, if you have 2 I'd get these in, probably in place of Black Market and one other. 3: Crime Lord: expensive, but super impactful. Everything on that die is useful apart from the special in this deck (although that's still possible with all this focus!) Those are the ones that jump to mind, but you can probably think of more. One last thing: more yellow dice make Fight Dirty a super super good finisher!

Let me know your experiences with playing this deck!

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