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Nenhum. Deck feito pelo autor. |
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Tybrid 922
Welcome friends to another Tybrid brand deckbuild!
Today's build started as an attempt to make Finn - Soldier of Necessity as competitive as possible. While I'm sure there's other ways to go about doing so, this was the way I chose to do it.
The Characters
Finn - Soldier of Necessity - Finn's dice are very very good, and this gets overlooked by a lot of people. 4 out of his 6 dice faces can do damage in some way, with at least one of those faces being at a value of 3. He's just super solid.
Maz Kanata - Pirate Queen - I went with Maz because I wanted to abuse the speed she gives, as well as use the Profitable Connection plot, but honestly the deck could be easily adapted to running Han Solo - Savvy Smuggler if you prefer the bump in health.
Profitable Connection - The 3 resource plot isn't one we're seeing a lot of in competitive decks, with the general consensus being that the extra resource doesn't do enough for the 3 character points that it costs. I disagree with that logic but I will say we don't have a TON of teams that can make good use of them.
The Battlefield
Docking Bay - Finalizer is the field I ultimately decided to alter the build to include. Since this deck is primarily about abusing speed to resolve dice, we're going to be claiming a lot. so we need to work the battlefield into our economy, as that's the area this deck struggles the most. I think recursive Honor Guard, as well as the added resilience against Vandalize gives this field an edge over Outer Rim Outpost - Nal Hutta, or Moisture Farm - Tatooine.
The Upgrades
Auto Cannon - The Big Gun! I personally love this card. Huge sides that have great synergies with Finn's dice, and is able to bring a lot of punch into play. This die has to be responded too one way or another all game long, and while we aren't always able to protect it from removal, it can have a huge impact if it's not removed. There is an argument to be made for running Hidden Blaster in this slot, and it's not wrong, I think it comes down to a matter of personal taste.
DL-44 Heavy Blaster Pistol - This upgrade doesn't require much discussion. Amazingly strong gun. It's worth noting that it doesn't often end up nabbing a die with it's ability in this deck, as it's more here for the Ambush.
Holdout Blaster - Ambush, redeploy, everything we want in a gun.
X-8 Night Sniper - Another high value Ambush gun, additionally the pay to change face aspect does come into play from time to time.
Tybrid! There's only 8 Upgrades?!?!
Relax. 8 is plenty and most turns you'll have a gun, the turns you don't will be turns that you can build a resource advantage to close the game.
The Support
Honor Guard - This card is amazing with our field. Playing it for free from hand at the end of the turn, or bringing it back from the discard pile after we've used it (or used it to reroll!). You'll often find yourself just passing and waiting for your opponent to roll damage so you can activate it.
Infamous - The card that makes the engine go. Quick Draw and Smuggler's Run are why we run Infamous, it's worth noting that it's also great for dropping a Running Interference down when you often don't want to waste an action doing so.
Maz's Vault - I personally love this card in the mid to late game, once you've established your board. I probably wouldn't play it in the early game where it could be a huge help to my opponent tho. I'm a fan of using this once I'm ready to Hyperspace Jump to close out my turns.
Running Interference - The best card in Hero Yellow right now. If you know how to use it, it's amazing.
Suppression Field - Think of it like a repeatable Honor Guard that gives fuel to Finn's special when your opponent isn't getting past your removal much. For sure one of the flex slots in the deck.
The Events
Defensive Position - In a world of Maul's Lightsaber, Heirloom Lightsaber, and Sabine Wren - Explosives Expert dice, Defensive Position is probably the best removal in the game right now.
Dug in - Another very solid mitigation card. I run it at 1x because of all the shield hate running around right now. Flex Slot.
Easy Pickings - If Defensive Position isn't the best removal in the game right now, then this is. Solid removal when it works, I will say I've had some small amount of trouble keeping enough resources to play it when the opportunity presents.
Hit and Run - The OG red speed card, that every other speed card is trying to be.
Hyperspace Jump - This card is great in the current meta, with the large amount of decks playing the slow but perfect dice through rerolls game, ending the turn on a dime is very hurtful to their plan, and it's pretty easy for us to take a ton of actions before we play it.
Quick Draw - Play it with an Ambush weapon and it's a Hit and Run. Tap Infamous first and it's better than Hit and Run.
Scruffy Looking Nerf-Herder - Tech card that I think is really strong into the current metagame. Always name event! Another Flex Slot.
Smuggler's Run With Infamous this becomes "Yellow Hit and Run", a holdover from when the deck ran Han Solo - Savvy Smuggler over Maz Kanata - Pirate Queen, it's still good, but I'm currently testing Truce in this slot, see if it smooths the resources any.
There you have it folks. I put a lot of time into the development of this deck, and think that it can hang with some of the better stuff out there. That being said if I was going to assign a "Tier" to this, it'd be Tier 1.5 It's strong, and can win games against the best of what's out there, but it's missing something still to push it over the edge into the Tier 1 space.
21 comentários |
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You're close with this! A little slow, too few resources, not great power, not getting a whole lot out of the battlefield, but it's a great pairing! Keep at this. Put a little more time in and you'll be on to something with these two! |
So my buddy made this up and we went a few rounds. Ya got a lot of work to do. This would probably give a Sarlacc indigestion. |
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Support removal is solid, but if you're trying to play fast, it doesn't help. Better off with Electroshock or Hasty Exit to get Infamous Ambush. Also, it's too expensive to be consistent. Look into Long Con, Truce, or crackdown since you have indirect. Maz's Vault is way too slow for these two. Also, Scruffy Looking Nerf Herder is a cool scene and an iconic line, but you can find a much better card to replace it like Second Chance or even Mend. I used to always play BazeMaz since Spirit's release and switched to this immediately after Legacies came out. So from experience, you need to make it all about speed and power and go for broke early. No game should reach round 4. |
Support removal is very solid when you aren't paying for it. Repeatable and reusable removal is bread and butter, and should under no circumstances be replaced with conditional cards like Electroshock that have to be paid for in the moment in a deck that needs to make every resource count. On cost - Long Con and Crackdown are too conditional, and as discussed above, I'm currently testing Truce in the same slot that Smuggler's Run currently occupies. Second Chance has no place in a deck like this, where the Maz is a support character. While I respect the fact that you've played the archetype for a while, I've spent months refining this on TTS with some of the best players in the world, and while it's by no means a Tier 1 Powerhouse, it's a very very solid deck as is, and you're just playing it wrong. |
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I faced all of those. Still haven't run into much trouble. (Aside from Big Vader interestingly enough. He's been my biggest hurdle). |
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and there are only two characters here making maul’s PA even more difficult to avoid, making it even more critical to stop those double or triple activations on Sister. |
Or using nerf herder to actually discard maul’s saber itself turn 1. |
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With how fast this deck is moving did you try fitting a Planetary Uprising? If you manage to fit truce I think it’s playable. No idea what you would cut tho |
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Here is the Han Solo - Savvy Smuggler variant: swdestinydb.com