SoloBar

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Hartmanator 28

This was inspired by SkyBar, but since I don't have 2 Luke Skywalkers, but instead have 2 Han Solos, I wanted to try this concept out. I actually think Han is one of the strongest characters in the game with his ability. I only saw a couple other decks out there using this team but this one is definitely different and feels similar to SkyBar. I wanted to capitalize on All In as well as Han Solo's Ambush/Shield ability. This deck should claim the battlefield easily.

This deck has burst speed, racking up some huge damage but also protects itself and manipulates the dice too. I also like the heavy duty blaster damage weapons that Yellow has, mo betta than an Ackbar Leia Deck has access to. Every single upgrade can go on either character except Second Chance. There is pretty good resource generation naturally with Han Solo's and Admiral Ackbar's dice. So you should be able to play your upgrades and events well enough. I tend to play with the 1 and 2 cost upgrades first, trying to mulligan for those. Also look for 1 or 2 ambush cards to get Han Solo his shields quick. Then I replace those cheap upgrades with the 3 cost upgrades. I do beef up Han. Ackbar rarely gets upgrades unless he lives longer than expected.

Some thoughts on card choices:

Focus: Admiral Ackbar has a 2 focus side, plus Comlink and Scout. I might switch out Scout for another Comlink, but I like the 1 cost on scout. I also opted not to play Survival Gear because of it's 1 side, which would slow this deck down. All of this focus helps to play with All In to off someone quick. Roll Han Solo first with or without Ambush involved, then Admiral Ackbar, then All In if you have focus sides.

Ambush: DL-44 Heavy Blaster Pistol x2, Holdout Blaster x2, Hit and Run x2, and Unpredictable x2. That's 8 cards that will add free shields to Han Solo and speed up the game.

I thought about playing with Infamous, which would essentially make 6 more rogue cards ambush, but I would have a hard time deciding what to switch for them. I might add those in and take out Hit and Run.

Shields and damage removal: 7 die faces, and Dug in for protection, plus Field Medic and Draw Attention to add more longevity. Usually, Ackbar will bite the dust first, so all the above helps him last a bit longer. Second Chance is just unfair after all of Han Solo's shields produced. Han has real burst damage, similar to any Jango/Veers, but more staying power than Jango Fett.

Dice Manipulation: Electroshock, Negotiate and Unpredictable, and the DL-44 Heavy Blaster Pistol can remove or alter dice.

Location: It's your choice on what to play. I like Rebel War Room because there are a lot of blaster sides that cost a resource on Han and the pistols.

Other Tricks: Leadership can ready Han Solo after already putting on the hurt.

Possibilities: Other cards could end up in this deck. Defensive Position is nice for manipulation since we should be able to control the battlefield. I might add those in after playtesting some more. Also, Shoot First is nice for it's Ambush and Anti-Blaster ability. Disarm could be nice since we tend to roll 3s on multiple dice and should be able to get rid of most weapons out there. Lastly, Scramble might be a nice cheap way to reroll your opponents damage away.

The new set is bound to make this type of deck only better.

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