Emo Kids - Top 16 Artificery 88 person tournament

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PhasmAnakin 9 8 3 1.0

Moophisto 455

This is the list I've been playing with much success at my local store, so decided to bring it to the 90 person Artificery event. As there are many (great) Emo Kids guides out there, rather than rehash it I'm going to hit some key card inclusions, exclusions, and elements.

THE CONTROL PACKAGE During the first round of the cut (which granted, is where I got knocked out by the eventual winner 2-1), my opponent made the remark that I had a lot of control. And yes, I do. Typically, people think of Emo Kids as an aggro deck. However, my take is that there is enough damage coming off of my dice - and enough dice correction - that I can rely on my characters and upgrades to dish out massive damage. Coupled with the fact that blue villain has, imo, the best control suite in the game, it would feel odd not to take advantage of that.

EXCLUSIONS So what DIDN'T get run that is notable? The first that comes to mind is No Mercy. I used to run No Mercy in this deck, but found that with the exception of Vader's 2 damage side, it rarely found a worthy target. It is too unwieldly to pay with his 3 damage side (as that totals a 3 cost, and this deck is pretty starved for resources). Further, in my testing Kylo's one damage side was often not enough to net a kill with No Mercy (which is typically where I'd want to play it), and his 2 damage side presents the same problem as Vader's 3...cost.

There was also some consideration in running Boundless Ambition. This is a great card that can let you destroy people once they think you are out of gas. However, I believe that card to be anti-synergistic with my control package, as when you typically play boundless after your opponent has claimed to punish them for doing so. On the flip side, playing it earlier to get more control cards can run you out of gas in the long run, and also delays your claiming, which is extremely important as your battlefield is, in my opinion, one of the most important things in the game - dice correction (and correction that can't be undone at that).

Finally, I know some people put at least one copy of Anger in when running Manipulate and meditate (discussed below), but I just find that card to be too clunky in that it has too many conditions to meet to be useful (two of your blanks + an opponent's die to use it on)

Inclusions

And that brings us to what I believe is my most controversial inclusion - TWO copies of New Orders. It may seem overkill, but when I used to run this deck without it, I found my win rate DRASTICALLY fell if I did not have access to a Throne Room. New Orders fixes that, and I absolutely would not play this deck without two of them - especially because you are likely to lose the opening roll off as all four character dice have two zero value sides. Additionally, and perhaps unexpectedly, this card actually improves the mirror - it gives you an opportunity to use the battlefield multiple times in the same round, or alternatively surprise your opponent after they have claimed and don't think you have access to Throne Room's ability. Nothing like switching out one Throne Room for another!

I also included the Manipulate/Meditate package. As mentioned earlier, this deck is not known for its resource generation. As such, though as its name implies Manipulate is simply dice manipulation, not true removal, it is one additional control option for no cost. Further, it synergizes well with Meditate, which I would run even without Manipulates. After all, nothing feels worse than rolling blanks, and Meditate lets you capitalize on that. Further, I think it is a key card when facing Poe/Maz or other extremely fast deck that are usually going to claim before you. Meditate gives you a backup way to correct your dice to those much needed special symbols.

What Would I change

My first cut is likely going to be Enrage. while it is occasionally clutch to get off an extra control card or to get out a Force Throw first turn without holocron, I found I was often dumping it and not having a use for it more often than not, and I don't think I can justify two slots for it.

As far as replacements, I am thinking I might put in either 2 copies of Force Lightning or one force lighting and one force choke. Two games I lost - one in swiss and the third match of my 2/3 - I felt extremely disadvantaged because I did not draw a force power to make my damage output rise, and just fell behind in the game.

Thanks for reading!

4 hozzászólás

TheTechWookiee 57

Interesting with the New Orders. 2 copies is nice if you face a lot of poe/maz, because they're likely to have the same battlefield. I cut enrage out of my deck, but I find myself wanting to put it back in after a tournament yesterday. I needed 1 resource that I just didn't have to play Overconfidence and survive. Also curious if your first cut opponent has ever played against emo kids. The control you have are pretty much all staples in every emo kids deck.

Venator class star destroyer! 20

No makashi? Why?

Moophisto 455

Makashi didn't make my deck because I felt like I have enough control elements already (in terms of comparing to the removal effect) and I'm not a huge fan of the +melee sides due to the fact that ideally, I am usually resolving my dice as specials. Additionally, with Vader/Raider falling out of the meta, I did not expect melee to be a large amount of what I faced* and so I figured the removal that is situational to melee would not be important.

That said, I might consider that instead of force lightning as a change now that you have brought it up.

*Of course, I got knocked out by Vader/Guard and makashi might have saved me, but foresight is 20/20.

TheTechWookiee 57

I run 1 makashi in mine just in case of the mirror, but otherwise it usually ends up being a pitch card.