That's A Bold Claim

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Firemaine 1

Hey all.

So this is a bit of a fun deck that I put together and planning to build. The deck is built around playing it's turn out as fast as possible in order to claim the Battlefield before your opponent does. Let's run through some card descriptions.

Characters:

Temmin "Snap" Wexley - Recon Specialist: Snap is a fine character for some easy disruption, who works double duty in this deck as his ability makes the easiest way of disrupting our plan (claiming before we can) much more difficult.

Maz Kanata - Pirate Queen: Maz being yellow is pretty essential as it gives me access to over half of our card pool. But she is mainly here for her ability to speed up me turn, resolving dice even as she rolls out. Her focus sides also bring a bit of well needed consistency to the deck.

Rebel Commando: Commando is the weak link of our trio, but still brings much needed health and damage to the table.

Battlefield:

Main Plaza - Vashka: Now, since this entire deck is built around claiming the Battlefield, the actual Battlefield that I run is going to be fairly important. And while there are other candidates I think that Main Plaza simply works too well. Main Plaza serves two purposes, the first is bringing some much needed damage mitigation in the early game, and hopefully in the late game unloading that damage as a finisher.

Support:

Planetary Uprising: The bread and butter of this deck, if the deck runs as fast as it is supposed to then this card represents two damage per turn. Every turn. The deck should hopefully be dropping this as close to turn one as possible.

Drop Zone: An interesting new release that serves as a mini Planetary Uprising, half the price for half the damage. Unlike Uprising, who's damage is consistent and constant Drop Zone builds up over time before unleashing upon a character. It leaves it more open to disruption but the ability to bypass shields can be crucial.

Outmaneuver: This support completes the Holy Trinity of claiming, granting us 1 resource every time we claim. Which for me hopefully translates to gaining 3 resources at the start of every turn rather than a traditional 2.

Infamous: This one of acts as an accelerant for our deck, there are 8 Yellow cards in the deck that don't have Ambush, a little too much for my liking. Every instance of Ambush in my deck helps the entire deck run smoothly and furthers the entire strategy.

Upgrade:

DL-44 Heavy Blaster Pistol and Holdout Blaster: This is pretty simple, this deck does want to win via damage, but my characters aren't very good at that. So these and other weapons help further our plans, the fact that they roll out with the characters helps, the fact that they have Ambush helps even more. DL-44 Heavy Blaster Pistol disruption is also nice.

Ascension Gun: Another damage weapon, but with the added benefit of getting another use out of the battlefield if I didn't win the opening decision and we haven't found New Orders yet.

EMP Grenades: Not too much to say, some nice disruption.

Wingman: Very nice accelerant, letting me roll out both of my red characters at once saves me on actions.

Events:

Cheat: Helps me recover a little from the inevitable opposition my upgrades or supports may encounter.

Defensive Position: Honestly one of the best disruptions in the deck, since I should always control the battlefield the usual risk that is associated with this card doesn't come unto play.

Dug in: Similar to Defensive Position, the normal risk for this card to become dead is negated and instead becomes a highly efficient defensive card.

Loth-Cat and Mouse: Decent removal that I should be able to use effectively since I tend to get my dice out before our opponent does.

New Orders and Hyperspace Jump: Both are crucial in the event that I don't win the opening decision. While this deck works fine with most Battlefields I really prefer to have main plaza. Hyperspace Jump has the added benefit of getting us out of a tight situation

Hit and Run and Truce: Ambush Ambush Ambush. Both of these cards offer small, useful, accelerant effects the fact that they offer these at no tempo loss is what sets these cards apart.

The Day is Ours: A bit of a cheeky trick, in the rare case that we don't finish our turn before our opponent does or in the event that they claim in order to avoid being hit by Planetary Uprising we can play this card to remedy the situation.

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