The Krena-tik smother

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Derivado de
The Krena-tik smother 2 1 5 3.0
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Ninguém ainda.

Fresck 240

Greetings all!

UPDATES : final version of the deck, I think I made it to the maximum here... I'll keep the description as is, but with the last comments

This is a deck i'm trying to refine, in a glorious attempt to shape Director Krennic into a warmachine, instead of a toolbox for control and mill :) In this context Bala-Tik's the best partner for a full 4/5 dice game start, in order to hit the opponent's face!

The general idea behind this deck was to exploit the maximum of Director Krennic's complete mess of dice sides (not even 2 symbols alike), and try to keep that Death Trooper die each round... well as much as possible ^^ To do so, I wanted to concentrate my efforts on : speeding up to claim, and the worst side : the 2. Because yeah, each other sides are usable right after rolling! This symbol is so visible and easy to avoid, that it really ends up being rerolled like a goddamn .

  • The upgrades : are plain simple, build a board to it's maximum potential. The Relby-V10 Mortar Gun are affordable in the deck, plus the sides ARE really good, in addition to it's interesting ability (i have to admit, I didn't activate it yet). NEW UPDATE : Added the T-7 Ion Disruptor Rifle in order to build an even more agressive board, and the money is overflowing generally.

NEW NEW UPDATE : removed DH-17 Blaster Pistol for X-8 Night Sniper, no comments

  • The supports : Imperial Inspection, plain simple too, so much efficient. - NEW UPDATE : removed Infamous, because each time I had it in hand, I had something better to play + tried out the Tactical Mastery, and seems more efficient.

  • The events : Here is where I tried to have the maximum fun with control, speed and advantage.

NEW UPDATE : put in Disarm, because it doesn't look like, but it is dice control, in a definitive way! So I'll give it a shot, since if you can discard T1 a Shoto Lightsaber, dang seems strong...

NEW NEW UPDATE : put in Sound The Alarm, more 0 removals are never useless!

Eventhough it might not rise to a Qui-Gon Jinn/Kanan Jarrus, or a Sabine Wren/Ezra Bridger, but hell, maybe it will :)

For the record, cards to think about:

NEW NEW UPDATE :Bait and Switch back, proved it was vital to the output damage...

  • My Kind of Scum was runned in the first version, but combining Moisture Farm, Truce and made it useless. Plus it costs a ressource :p
  • Bait and Switch was also runned but I wanted not to turn only one side for damage at a time, instead resolve very quickly all the dice, so I am currently testing Tactical Mastery. There are a lot of , which requires time that ain't nobody got.
  • Jetpack or X-8 Night Sniper, which have both good sides, but I really like the redploy mechanic, and the cheap and usefull 1 upgrades.
  • Sound The Alarm after a game vs Ciena Ree/Bala-Tik/Nightsister, it appeared that only 1 die removals seemed pretty lame, and my opponent suggested that against loads of dice, rerolling a full god roll could be helpful. Thanks for reading, and I'll try to make 1 or 2 updates to push to it's limit this fun deck. Please if you have some advice on how bad it performed for you, or how awsome certain cards I don't use are, give a shout!
2 comentários

Ozmodon 1

I'm really liking 2 die Krennic and 1 die Seventh Sister. Using Sith Holocron to get force powers on Krennic is what it's based around. The seeker droids get enough focus to make Krennic more reliable. I'm using Starship graveyard and new orders to keep the battlefield and get the Holocron's back if they get hit with Rend. It's fun to play and works very well.

Fresck 240

Indeed could be an interesting build! But I think new orders and graveyard is a bit too much only for countering one card which is rend. Also, when holocron did its job only once in the game, it's already enough value for me :) Still hope somebody tries this Krennic-Bala version and tells me if there could be more tweaks to put in!