eVader / Raider - Feel my Vibro ;)

Simulador de compra de cartas
Chances: 0% – 0% mais
Derivado de
Nenhum. Deck feito pelo autor.
Inspirado por
Vader: The BeatStick 0 0 1 1.0
eVader / Raider - No Holocron, just Laser Swords 0 0 4 1.0
eVader / Raider - 10 things I love about Vader! 3 3 2 3.0

Enfantterrible 171

// DISCLAIMER: Couldn't find the deck that inspired this, but it is build on an almost identical deck netlisted from here with very few changes ... added my thoughts and description here (including experiences from a recent tournament) //

VaderRaider, as just proven at Worlds is a great deck. It combines 2 great colours, Blue and yellow (so green), that allows you for amazing damage output, dice mitigation and force shenanigans. Spirit of Rebellion has not made this deck worse, on the contrary.

In a recent Q2 tournament this deck took 2nd place, 3-1 record, and did quite well in the trainings leading up to the tourney with a 5-1 record, both the losses came at the hands of FN/xx. Maybe that's something to consider ;)

13 more games played, record 9-4, with losses at the hands of Poe/Maz (who in the first game threw 2 thermals in my face in the first round) and a Unkar/Death Trooper/Trooper resource denial deck. I ended up with positive records against both decks, narrowly edging them both out 2-1.

TOTAL RECORD STANDS AT: 17-6, which is decent.

I'll try and go through the deck first, and then some ideas concerning matchups, and gameplays ...

The decks main "combo" is, obviously, the following cards on Vader 1. Force Speed, 2. Fast Hands and 3. Vibroknife / Other upgrade. The first is achievable by turn 2 (first turn: Vibroknife and Fast Hands, second turn: Force Speed, third turn: Activate Darth Vader).

Fast Hands is obviously essential! It allows you to resolve Force Speed immediately after activation and give you 2 additional actions. The activations should allow for either 2, 2 or 3. Everything else should not be resolved with Fast Hands, unless you really REALLY need the resources.

Force Speed is also essential, although Fast Hands is more important. The deck, as it is based on the great dice of Vader is not dependent on the action shenanigans, but becomes soooo much better from it!

Force Throw is to my mind the best force upgrade in the game. Being able to "throw" any dice for straight damage is godsend. It does 2 things at once, which is incredible. It is definitely helping the deck towards the win condition: KILL! And not getting killed!

Kylo Ren's Lightsaber is such an incredidble weapon. 4 damage sides (3 , 1) is just awesome. It's expensive, but usually comes into play midgame by overwriting a Vibro!

Makashi Training is added for the damage output and the dice mitigation against aggro decks. With Bait and Switch can Makashi training suddenly become a lot of damage.

Mind Probe is very powerful, but I often find it situational, so I'm considering swapping it, although it does represent one of the best damage sources for the deck.

Sith Holocron - do you really need to ask? ;)

Vibroknife is probably one of the greatest cards for -aggro decks to come out of Spirit of Rebellion. It allows this deck to totally nullify a number of defensive measures utilized by -aggro decks. It has great sides, 3 and a which can be put into great effect using Bait and Switch.

Backup Muscle is still a stable and probably one of the top10 cards - even after the release of Spirit of Rebellion. You DO NOT want Backup Muscle early in the game - I always mulligan this off my hand. This is a midgame, endgame card.

Bait and Switch is very often referred to as discounted version of Force Strike. I disagree. Bait and Switch is AWESOME!!! It is not only damage out of hand, although it often is used like that, it is also the chance to turn your Holocron to a or a Vader if you need to take control of your opponents spending.

Deflect is great protection against decks. Classic.

Doubt is one of the cards that I feel we will see much more of. It's great for removing high damage dice by forcing a reroll and then potentially fizzle into nothing or being removed through immediate resolving. It's great against stuff like Overkill (because of its +), Jetpack, etc. I think we are looking at a deck stable here.

Electroshock - move along, nothing to see! Make sure to use them before you loose the Raider if he is at risk of being targeted down. You don't want to get stuck with them in your hand.

Feel Your Anger - everybody rolls blanks, right! Remember not just to remove dice showing non-blanks! Remove the ones that can also potentially be rerolled into something nasty.

Force Strike is just powerful with Vader, even with Raider and his 3. Anything that can deal damage out of hand is worth considering.

Isolation - maybe the best dice removal in the game!

BATTLE FIELD: Maz's Castle allows you to dig for the cards you need now - not 2 rounds from now.

STARTING HAND: Ideally, you want Fast Hands, Vibro Knife and Force Speed ... I feel a Holocron in this iteration of the deck is less mandatory. Hard mulligan if you have neither. Keep the ones you have, discard the rest and re-draw. Don't keep dice mitigation, you will draw more - the deck has 12 of them, they'll show up! DO NOT KEEP Backup Muscle - you want this midgame or late game.

Keep Vader back until he's equipped - you don't want his dice sitting on the table for too long. Roll out Raider, leave it without resolving, unless its 3 and you have the resource to spare. His die is great for He Doesn't Like You, and can potentially draw out your opponent's dice mitigation. Rather have it spent on the Raider than on Vader.

PLAYING VADER/RAIDER: Stability is important to this deck, which is also why Maz's Castle is the Battlefield of choice. It allows you to dig for the cards you need - not 2 rounds from now, but now.

Vader should be kept back. Don't activate him too early. Let your opponent play cards from their hand, activate their characters, modify their dice - only use your dice mitigation to remove the big threats. Take a few hits, Vader can take it, and the Raider is expendable. Only thing is that Electroshocks are spot yellow character - remember this. you don't want them stuck in your hand. If Raider dies, recycle them with the BF.

Once Vader activates, REMEMBER HIS SPECIAL ABILITY, it can be supercrucial robbing your opponent of one of his cards, and do not leave his dice around for too long. You want to resolve them either using the actions off Force Speed or Fast Hands.

MAY THE FORCE BE WITH YOU!

Sem comentários