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Esély:
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tovább
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Őtletadó | ||||
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Aurra Unchained / Tournament Winner / High Win Rate | 3 | 2 | 3 | 14.0 |
Ötletadó | ||||
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Assassins | 0 | 0 | 1 | 1.0 |
Aurra Unchained / Revised | 29 | 24 | 8 | 16.0 |
ordinaryjedi.ddu.network 834
Some history on this deck:
As some of you may or may not know, eAurra/Jango has been a little pet deck of mine since the release of SoR. The first iteration of this deck got a lot of coverage from members on here offering great feedback and even to the point where Jay from Double Blanks Gaming used a later version (albeit a bad experimental version) for one of his streams.
After about 14 versions and 100's of games with this deck, then tanking at a store champs with it, I retired it coming to the realisation that it could not compete in a meta where Fast Hands with, Poe Dameron - Ace Pilot/Maz Kanata - Pirate Queen and Darth Vader - Sith Lord was a thing. I moved on and worked on a Vader/Raider build for this store champs season to give me some hope of scoring a SC top 2 to get the Phasma.
Fast forward to a local tourney at my FLGS where i'm testing a Vader/Royal Guard deck where my second game was against a friend who has already won a store champs in the area and was now testing other decks. Funnily enough, he was testing a home brew eAurra Jango where he managed to swarm me with high damage from Aurra. This coupled with narrowly betting a SC winner in Sydney who was running eAurra FN-2199 got me thinking about Aurra in this post Fast Hands errata, where she can now be more competitive.
Deck Play
The strategy still remains the same. Protect Aurra. Load her up with Fast Hands and Armor Plating. I have also been shifting my gameplay style to playing what is in my dice pool rather than re-rolling for the damage I potentially might need.
We have tried to add in cards that make most dice faces useful, even blanks. Events like Bolt Hole help turn non useful character die into shields.
Firing off an Armed to the Teeth just before Aurra goes down can cheat out 2-3 damage.
A Jetpack modified side in combination with Disarm can help get rid of a pesky Vibroknife or slow down the ramp on a FN-2199 - Loyal Trooper.
A "Fair" Trade can yank away precious resources from a Palpatine - Galactic Emperor or Darth Vader - Sith Lord to stop the Rise Again or from a Hero Command deck that is about to play Planetary Uprising.
Sabotage is purely a meta call where we are now seeing an uprising in Funkars to deal with Imperial Inspection and/or Salvage Stand.
Prioritise dice mitigation over damage where possible, this will help prolong your characters who already have a poor health pool.
The key is to try and keep Aurra Sing - Deadly Shot alive as long as possible. This is two-fold: it allows Aurra to maximise her ability as well as give you time to load up Jango Fett - Lethal Mercenary.
Try not to throw your Armed to the Teeth unless its in the mulligan. I cannot tell you how many games I have actually won due to this card as a final blow after all dice have been resolved or mitigated.
Mulligan
Mulligan for cheap upgrades and mitigation. I like to see On The Hunt, Fast Hands & Armor Plating then some 0 cost events.
If you're playing against FN-2199 - Loyal Trooper, i'd probably look for the Disarm.
If you're playing Palpatine - Galactic Emperor or Darth Vader - Sith Lord/X, i'd be looking for the "Fair" Trade.
If you're playing anything Unkar Plutt - Junk Dealer, i'd be looking for the Sabotage and not so much the Armor Plating.
Swing cards.
As stated before, Sabotage, Disarm and "Fair" Trade are meta calls. I would probably swap them out for Fight Dirty, another Friends in Low Places and other yellow dice mitigation.
Vibroknucklers could also be swapped out for Flame Thrower however this is a personal preference.
Backup Muscle is also not essential as it slows your round down, i could see this being replaced by Improvisation to help rectify bad rolls.
Conclusion
No doubt this deck will change and if/when I have a Phasma SC card under my belt, I might revisit this combo again for future tourneys/SC.
9 hozzászólás |
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I've been wanting to try a build similar to this. Are you on TTS and all and would like to test this list against other competitive lists and try to get a more streamlined version together. Humoring the idea of a list set up for the meta for Gencon, |
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I just posted my list if you are interested in looking at the differences. I use a lot more direct dice control and stray away from cards that remove my dice. I feel like in this list so many of your dice are very valuable that removing one generally feels bad. I still use he doesn't like you but it was not what i consider great removal for this deck. Let me know your thoughts on the battlefield choice you use as well. Currently I am really liking using carbon freezing chamber since we can claim so quick to remove a die from our opponent frequently. |
Aurra Unchained / Revised Villain Rogue Sets: From Awakenings to Spirit of Rebellion BATTLEFIELD ¯¯¯¯¯¯¯¯¯¯¯ Cargo Hold, Eravana (Spirit of Rebellion #152) CHARACTER ¯¯¯¯¯¯¯¯¯ 1x Jango Fett, Lethal Mercenary (Awakenings #21) 2x Aurra Sing, Deadly Shot (Spirit of Rebellion #18) UPGRADE ¯¯¯¯¯¯¯ 2x On The Hunt (Awakenings #26) 2x Holdout Blaster (Awakenings #63) 2x Jetpack (Awakenings #66) 2x Hunker Down (Awakenings #164) 2x Personal Shield (Spirit of Rebellion #24) 2x Ascension Gun (Spirit of Rebellion #59) 2x Armor Plating (Spirit of Rebellion #89) 2x Fast Hands (Spirit of Rebellion #150) ¯¯ EVENT ¯¯¯¯¯ 2x Armed to the Teeth (Awakenings #93) 2x Fight Dirty (Awakenings #95) 2x He Doesn't Like You (Awakenings #97) 2x Electroshock (Awakenings #159) 2x Bait and Switch (Spirit of Rebellion #82) 2x Friends in Low Places (Spirit of Rebellion #146) 2x Sabotage (Spirit of Rebellion #147) Cargo Hold has been more useful against FN decks |
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Here is mine: swdestinydb.com Very similar lists. I will look into cargo hold. I feel like it could be very good as well. The other deck i have trouble with is vader raider, so that is why i went freezing chamber. i havent had a bunch of testing against funkar though |
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Lastly, after some play at a tourney and stuff I have learned that one die Jango is balls. Yes it works fine but if Aurra dies round 2 or maybe 3 if you're lucky and Jango doesn't have enough upgrades, then you are screwed. So I might add in a couple more weapons for Jango just because of that. I am not sure, I will have to mess with it. As much as I hate it- Bala might work better. I am not at that point of trying Bala but Jango just feels so weak with one die. Anyways! Thanks for the list I am going to post it to my videos. Cheers. |
Fight Dirty? It's the first non-dice card I put in this deck.