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Hi! Yes, I'm the goof that coined the phrase "One-Punch Vader", or "OPV", that you may have heard about a bit since SoR was released. I'm kinda addicted to mill decks in Destiny, so when I saw Fast Hands and Blackmail and the ruling in the Card FAQ that allows Fast Hands to resolve Blackmail before it's ability, this is where I've been. Now, it's gone through quite a few changes and I believe I've now reached a point where I'm happy with the deck. Before we continue, a shout out to everyone who helped me iterate on this deck--all of the #deckbuilding crew in the Knights of Ren Discord (you should join!), especially Vysetron, ArchitectGaming and elrathion for tips on Scum and Prized (even if you didn't mean to give it to me, I took it!), and lawl0r for No Dis tips, as well as local player GrandpaJake who took this deck out to events in the region and provided lots of feedback.
WTF IS ONE-PUNCH VADER!?!?
A dumb, silly name. But silly is good, no? There's an anime, "One-Punch Man", where the protagonist can knock out anyone with one punch. In this deck, the goal is for Vader to activate and knock out your opponents entire hand without a response as the first action of a round. "One-Punch". Now they only have 1 card to play or use to re-roll, which if Unkar is still around he will most likely eat.
Then you just control the round and claim first when it looks safe, hopefully doing another 2 mill to the deck. Go first, punch, repeat. Also, regarding triggers, it is best to have Vader use his trigger first as your opponent will most likely discard their worst card. Then you can use the BM/VK die to remove hopefully some good ones.
OK, BUT 'DX'?!?!
Like I said, I've been playing this for awhile and recently was turned on to some additions that I feel upgraded this deck a lot. I like silly words attached to Japanese fighting and Monster Hunter games, so figured this remix deserved the "Deluxe" or "DX" treatment. Again, it's silly. Be silly. Life's too short to be so serious.
Damage vs Mill "Damage" per round
Whew, those Spaz (Poe/Maz), Vader Raider, Black Parade (emo boys) decks can sure put out some damage, eh? Well, we can too but it's not to the characters. It's to their hand and deck. And if we can do more mill "damage" to them than they can regular damage to us per round, we are in good shape. Assume with some basic removal we can get their damage curve to be about 5 per round. With 23 health, that's 5 rounds so we need to mill win before that. If we can clear out a hand each round, that 6. So, how can we turn our mill damage curve upwards while turning theirs downwards? That's the deck and what you should be paying attention to each round. Get the most out of what you can!
Fast Hands - Allows you to resolve Blackmail before opponent can pay to remove it, as well as any other discard side after Vader activates. This is the speed.
Blackmail / Vibroknucklers - These are the "punch". Ideally you get them on Vader and you Fast Hands the discard side always. With two upgrades and a Fast Hands, you have ~56% chance to hit a discard. Blackmail is the better card and I would override Knucklers late, as the 2/3 and 3 sides are really good. Feel free to FH those disrupt sides as well, as they provide a 4-6 swing and allow you to play more upgrades or...
Rise Again - Crucial card. We need to survive up to 5 rounds. Healing 5 from Vader combined with other mitigation is usually good for zeroing out a round on damage. This also helps getting our Prized and BM/VK cycling going. More on that later.
No Disintegrations / New Orders - These cards buy you rounds by dealing damage to the deck, turning up that mill damage per round curve we talked about earlier. No Dis together is 4 cards which is almost a full hand. A well-time New Orders can get 4 cards well. Keep New Orders in your opening hand against an Emperor's Throne Room - Death Star II battlefield.
Command Center - Lothal - Always take your battlefield if you win the roll. This is 2 mill damage against your opponent which speeds up your win curve significantly. Don't worry if you lose a couple claims early. Once Vader is punching you should be claiming and you do way more mill damage than your opponent.
Prized Possession - Another way we bring down the damage per round is by stealing one of those big juicy Vaders, Poe, Palp, Baze dice. I know what your thinking, this is getting expensive!!
Now is a good time to walk you through how we can cycle these upgrades and bring that damage per round curve down.
First get an upgrade out, preferably on Vader and also hopefully one with a discard side. Roll out, resolve it, wait until opponent rolls out their character and then we start.
- Play Prized overriding the upgrade to get cost discount. Or, if you have discarded a Prized early (which you should if you already drew BM/VK), then use Rise Again to play it as the 3rd upgrade (assuming you have Fast Hands).
- Next round, wait until the Prized character rolls out. This means we have now locked down a die for two rounds. Great! But now we need to increase our chances to hit those discards. Now play the Knucklers either from hand or off a Rise, overriding the Prized giving back the die they cannot roll this round. Knucklers gives you Ambush, so roll in and punch.
- Now, hopefully you've Unkar'd some money or used My Kind of Scum to get back up to either play 2nd Prized or Rise Again for it, overriding the Knucklers (don't override Blackmail if you can help it). Repeat steps 1-2, this time hopefully getting out the 2nd Blackmail.
All while this is happening, you are mitigating dice and making money with Unkar and Scum. Unkar will die quickly most likely, so I'd only put Fast Hands on him to help hit that side and Scum that money. If Vader is taking too much heat and Rises are late, throw that Prized or Knucklers on Unkar to draw away the fire and dig for Rise. Unkar can still win on his own as long as he has upgrades, you just lose the 1 discard from Vader.
Some notes on other cards
Overconfidence--this card is REALLY good in this deck. You choose your own Vader or Blackmail die as one of the dice to re-roll and it's almost guaranteed removal. Thanks to GrandpaJake for the suggestion.
Disarm is for Vibroknife or maybe get lucky and hit a Z6 Riot Control Baton. Some like Confiscation here, but I like to save the money and I prefer to throw that card in the discard pile rather than hand.
Salvage Stand - Seems weird with Scum, right? It's not. I like this card early with Unkar. It keeps those pay for damage sides offline, as well as can take away Force Strikes and those surprise 1-cost damage cards. The best roll is Fast Hands on Unkar and hitting and . You're opponent loses three and you gain two, nice! This can also be a flex spot to tune towards your meta.
Thanks for reading! Have fun and Happy Milling!