Tarkin Doctrine

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AnderFREAK 3

The idea was to make a control heavy deck that would never waste turns tossing cards to reroll dice.

This is accomplished via Mother Talzin - Nightsister Matriarch's ability to fix my own dice, and Tarkin - Grand Moff's ability to utilize any two matching dice, even blanks, for a relatively heavy hit with his power action.

The general flow of the deck is to activate Tarkin - Grand Moff, then activate Mother Talzin - Nightsister Matriarch, resolve dice quickly, then sit back and control the opponent's key dice relentlessly.

Crystal Ball always goes on Tarkin - Grand Moff, and is generally what I mulligan for. This allows me to see the opponent's top card, but note the opponent DOES NOT get to see their own top card, allowing me to know before Mother Talzin - Nightsister Matriarch activates whether or not she would succeed in flipping an opponents die if need be. It's also useful because it shares sides with both Tarkin - Grand Moff and Mother Talzin - Nightsister Matriarch, vastly increasing the odds of rolling doubles for the power action.

Dark Counsel is there for similar reasons. Sometimes the draw special is useful after Mother Talzin - Nightsister Matriarch has activated and seen the top card, allowing me to grab an extra control event or an upgrade/support if I have the resources to play it this turn. And the special's reroll doesn't hurt Tarkin - Grand Moff's power action potential.

Fragmentation Grenade is great, I generally pay the resource to keep it around if I have it, but never hesitate to resolve it without the resource if I don't.

Torment goes on whichever character the opponent is focusing their damage on of course.

Nightsister Coven has been a key piece of control, because it triggers on rerolls as well as activation, which makes tossing for a reroll dangerous. This can get in your opponents head quite effectively.

Division in the Force is a great control card to have, because it doesn't slow down the deck.

Frighten is an absolute necessity, decks that generate lots of shields have proven to be a solid, but not insurmountable, counter to this deck. Control cards should be used on any shield sides you believe will be resolved.

Tactical Mastery allows for some surprising blowout turns, especially in conjunction with Frighten, or using the second action to claim if the turn is nearing its end and you still have dice on the table for any reason.

Ammo Reserves and Remote Stockpile are ONLY to be used when you are up in actions and are considering passing to see what your opponent does next. Both of them have won me games, but they've also been dead cards just as often. These are definitely things I'd consider swapping for more efficient cards if they accomplished the same goal.

Taking Ground has been absolutely necessary. Getting Rift Valley - Dathomir almost guarantees a slow, uneventful opening turn for my opponent, and guaranteed denial of starting shields has been key against certain decks in my meta as well. I used Fortify initially, but found the extra health to be mostly irrelevant to the outcome of the game, whereas picking first or second has been game winning very commonly.

Rift Valley - Dathomir Is basically tailor made for this deck. It's oppressive, and forces opponents to resolve sub-optimal dice sides to make sure they get to resolve them at all. It's also rarely dangerous for you, because with Crystal Ball you're always aware of whether your opponent can successfully claim to remove your dice or not, but they are not.

The deck works better than I had imagined when I first threw it together. 8 damage on action 3 of Turn 1 is satisfyingly common, and really gets your opponent freaked out considering you have no weapon upgrades out to do it, and often did it using blanks, focus or resource sides.

2 comentários

Bean Machine 7

This seems like a really fun deck, but it is not Trilogy format as you have awakenings cards in it.

Bean Machine 7

Ignore my last comment, I was just looking at the information on the top left and didn't notice that tactical mastery was reprinted for two player game. I hope to try this deck out tonight :)