So Long, and Thanks for All the Fish

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pantsyg 15

An update on one of my first and favorite decks, Leia/Ackbar. As in Awakenings, the deck is looking to load up on upgrades, then fire off big bursts of damage with It's a Trap or All In. Here, I'm experimenting with Mon Mothma - Skilled Politician in Admiral Ackbar - Perceptive Tactician's slot. Their dice are very similar, and while she lacks a gun side and Ackbar's damage-dealing ability, I'm hoping her text will add consistency to my deck and a touch of control against red opponents.

Upgrades are primarily red guns, as expected. A180 Blaster looks like a strict upgrade on IQA-11 Blaster Rifle, while Rocket Launcher is just a beatstick. Previous versions of the deck generally didn't have time to play more than 1 3-drop upgrade, generally via Rearm, so I'll likely be taking either Launcher or A180 at 2x once I decide which I prefer. Wingman is a key addition, and in my opinion an auto-include for aggressive red builds. With Hit and Run, the deck becomes incredibly quick, and between Leia's 50% damage die and Mothma's focus, you should be able to quickly resolve the results you need.

One of the key decisions in my mind is whether to continue running Holdout Blaster. I like the unmodified damage on its die and Ambush in a fast deck. Redeploy allows flexibility in where you play the weapon, and lets Mon Mothma continue fighting if Leia goes down. That said, one of the unmodified sides is pay to play, and it's not a red upgrade for It's a Trap, so I'm wondering if it continues to earn its spot in a tight decklist.

Since you should be the faster deck, Planetary Uprising seems like a natural fit. Likewise, Carbon-freezing Chamber - Bespin offsets your lack of control if you can claim consistently.

The event suite changes little from Awakenings, with the addition of Rebel Assault for a touch of control against nasty dice like Force Throw or Poe. In some situations, these dice may be worth removing even before they're showing good results. I'm evaluating Dug In and Defensive Position against Logistics, which can help pay for bigger upgrades and damage sides on Leia, DH-17, Holdout, and Rocket Launcher at the cost of some speed that turn. Dug In may also see a cut if Vibroknife decks prove more popular than other forms of damage, but with Poe/Maz around it may be worth continued inclusion, possibly at 1x. Defensive Position may also see a cut to 1 or 0, as many decks are able to skirt control with Fast Hands or Force Speed.

I'd like to find room for Guerrilla Warfare to speed up claims on leftover dice, but can't see the cut to fit it in.

You want to mulligan aggressively for Wingman. The 1-cost upgrades are also high on the keep list, especially if you have Rearm in your opening draw as well. Use Promotion to draw and help ramp into bigger upgrades later. While keeping Holdout Blaster is tempting, I prefer to pitch it early in favor of cheaper upgrades and use its ambush text with more heavily-upgraded characters in the midgame. Likewise, an early Hit and Run is tempting, but it generally gets more value later in the game. I'd likely keep it if I also drew Planetary Uprising, though, to get that damage rolling early.

1 comentário

Farstone 1

I love it, though i might pull the a180/ rocket launcher. they seem a bit slow for the deck.