eThrawn / eUnkar Vehicle deck

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To defeat an enemy, you must know them (with guide) 9 6 4 2.0

krez 623

Edit: currently testing -1 AT-DP, +1 Hound's Tooth and -2 Quadjumper, +2 Coercion. I haven't gotten much value out of those supports. Hound's Tooth fits nicely wit the deck and Coercion seems like a powerful card if used well.

Hey, you! Looking for a deck to utilize those LR1K Sonic Cannon's you just pulled and the AT-ST's that have been sitting in your binder? Look no further!

This is a control deck that revolves around getting your artillery down and wreaking havoc with it. Hitting your opponent for 15-18 damage with Salvo or 7-9 with Ruthless Tactics is as satisfying as it sounds. Now let's dive in to how the deck operates.


Your mulligan priority:

1) Imperial Inspection - Doesn't really need an explanation, it's a broken card.

2) Salvage Stand - You will be rolling resources quite often.

3) Chance Cube - This card is really great in this deck. Paying the 1 resource to keep it usually doesn't matter. Hitting a natural 3 is the jackpot. But, in most cases, you'll use Thrawn's sides to get the value out of it.

4) LR1K Sonic Cannon or AT-ST - It's not uncommon for you to get enough resources to drop one of these round 1.

5) Dice mitigation cards (Electroshock, He Doesn't Like You, One-Quarter Portion)


Starting the game, you are probably going to win the battlefield roll off. While the shields are nice, you typically want to choose your battlefield. Going first allows you to activate Thrawn - Master Strategist before your opponent can do anything, allowing you to get rid of the cards they sought after in their mulligan.

Overall, one of the trickier parts about playing this deck is choosing the number after activating Thrawn. It is highly situational, so there is no hard and fast rule. I generally ask myself "What's the worst card he could (realistically) have that I want to see in the discard pile?"

For early game, some cards to consider:

The other bonus of calling 0 is that it leaves the more expensive cards in their hand for Unkar Plutt - Junk Dealer to feast on.

Later in the game, especially when you have LR1K Sonic Cannon or AT-ST out:

Other game changing / powerful cards to remember:


The other challenging part of this deck is planning your actions and resources a few turns ahead in order to best anticipate what your opponent might do. The strength of this deck is honestly only as good as you are at knowing your opponent's game plan.

I've seen mostly Mill decks as the primary archetype for Thrawn/Unkar, but I think this deck can definitely be powerful when piloted correctly. I will be tweaking this deck for awhile as the EaW meta develops.


Cards I may consider:

  • Hound's Tooth - Some extra resources and shields are always good.
  • Rend - This is solid card, but I think it's mostly a meta call.
  • Doubt - I love this card and think it's underrated but at eight dice mitigation cards, it was hard to fit.
  • Imperial War Machine - Really great value with LR1K Sonic Cannon, but probably not needed.
  • Endurance - Seems good to protect the big support dice, but you can usually avoid removal through Thrawn's and Unkar's abilities
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