Rollin' & Scratchin' (DJ/Talzin)

Simulador de compra de cartas
Chances: 0% – 0% mais
Derivado de
DJ Talzin Trilogy 20+ wins, 1 loss 12 10 2 1.0
Inspirado por
Ninguém ainda.

hermit 1

After doing well myself and seeing other's do well with this combo in Trilogy, I wondered if it could be viable in Standard. I've been doing pretty well with this version at my weekly events and would be curious to hear others' experiences if you try it out in Standard.

Main changes are the addition of Force Illusion and a small Holocron package. Force Throw is great with DJ's ability and I have found even the 2 to be very useful against resource hungry decks. Force Wave is useful against 3+ wide. Might be worth adding a second copy, but I cut one to add Dark Ritual which I have found to be a key card against heavy match-ups (like Aphra) to buy a little more time.

Witch Magick is there for survivability and I recently added Vandalize, mostly to deal with Chance Cube and Force Speed. It is also a yellow event so works great (free!) with Streetwise.

The rest is all removal. I tried to balance the spot requirements in case a character dies and keep the costs odd, with the exception of Entangle which is too good to omit.

Opening hand I look for Streetwise, probably to the point of hard mulligan. I'll keep a Force Wave against a 3+ wide. Otherwise I look for some removal I can use first turn, Force Illusion against a hyper-aggro, and Holocron and/or a Throw/Wave. I'd probably keep Entangle as well to keep an even cost out of the deck. Against Snoke/Thrawn or really any Snoke support variant I want Vandalize to shutdown Chance Cube.

Most of the time this deck wins the roll-off. Against a faster deck I will usually take shields on Talzin. Slower decks you can probably get away with taking Rift Valley and relying on removal to dodge all the heavy damage. Watch out for the 3+ damage sides though since Rift Valley (and many of the removal options) can't handle these. Force Illusion should be saved for these if possible.

The basic plan is get Streetwise out ASAP, remove everything and roll 2! Resources generally are not an issue with Streetwise (and possibly Rift Valley) giving a free removal every turn. Taking a few resources throughout the game should be enough to get a Dark Ritual off late game if needed.

Aphra droid decks are an issue due to this deck's low health, but also because of the auto damage from BT-1 and 0-0-0 piling up. Dark Ritual I think is key in this match up to buy some time, otherwise the removal should easily take care of direct damage and Snoke-able sides. Tough match up, though.

I also think any Mill variant that focuses on discard from hand could really mess with the plan. No experience with this match-up yet, though.

Sem comentários