Snap Beans

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Palabrewtis 518

This is my little pet project for the set.

My Thrawnkar decks felt mostly wrapped up until the meta settles. So I set out to make a Sabine deck that I enjoyed playing. As normally I pass on hero decks, cause the characters never interested me as much. Sabine however, is admittedly a badass. She uses subterfuge with the best of them, cheating the game to make her moves. My kind of gal.

So, seeing that someone else in the KoR deckbuilding channel was focusing on an Ezra build. Chock full of subterfuge and using people's own damage against them. I wanted to see what an aggressive battlefield dominating deck would look like. A deck that pushes your opponent into potentially bad plays, just to stay alive. So this is it, Snap eSabine, SnapBeans!

This deck has a ton of quirks, and lots of actions to track. It will take time to get used to playing her. Don't give up! Just keep practicing and it will all start to click.

Mulligan:

You must snag a damage upgrade. That's rule one. If you don't get one, mulligan your whole hand. The best one to get at start is undoubtedly X-8 Night Sniper. Secondly, you're looking to prioritize your shenanigans and battlefield damage. Stuff like Infamous, Running Interference, Planetary Uprising, Leadership and Smuggling.

Taking Advantage of Running Interference:

There are many ways to take advantage of this excellent support. With Sabine it's incredibly easy to get two actions in a single turn. This means if you manage to get both of them on your board, it takes minimal effort to shut down your opponent's turn. Deciding what your best course of action is, and what action to interrupt will be key to controlling your opponent.

Infamous is fantastic! There are a plethora of combos you can do, to ensure you get the most out of Sabine and her great ability. Infamous is an insanely​ powerful support that enables a long list of great options. For example.

Activating Sabine you can play Thermal Detonator or Thermal Paint from discard. Then tap Infamous giving your thermal ambush. Now you will be able to take another action after you roll out. Such as resolving the thermal if it hits .

You can play a yellow event from hand like Smuggling, discarding a DL-44 Heavy Blaster Pistol, tapping Infamous to give smuggling ambush. Now you can activate Sabine, play the DL-44 from discard with the , the DL-44 has ambush and removes an opponent's die. You'll be able to resolve dice or preform another action after you roll.

You're gonna want to put Second Chance on your Sabine almost whenever possible. Say you have 3 at the start of a round. Infamous in the support pool, DL-44 Heavy Blaster Pistol equipped. Well, you can overwrite your equipped DL-44 Heavy Blaster Pistol with Second Chance from hand. Tap Infamous, giving your second chance ambush. Ambush action activate Sabine, then re-equip the DL-44 Heavy Blaster Pistol. Giving you yet another ambush to resolve after the roll.

Phew, talk about crazy town. Let me know if you have any questions about the deck or it's abilities. I'll happily answer them as quick as I can. There are far too many interactions to list in a single guide.

The deck is preforming very well in my meta right now and I plan to continue tweaking it as the meta continues to shift.

Honorable Mentions:

Cards that we're heavily tested, but didn't quite make the cut.

Drop Zone - This one is just soooo close, and depending on how you dice work for you may be switched to a 1 of instead of C-3PO or Cheat. Since I hit a lot of 3 sides, C-3PO helps me out by turning that into a 3. Potentially even destroying a Hunker Down. If there was any card I'd try to put back in, Drop Zone would be it. And if your meta is focused on the Running Interference loop, it's the only thing you need to make them think twice.

Planned Explosion - Another close but not quite there card. When it actually gets pulled off is fantastic. But it's incredibly rare even in a double Ezra build, let alone a single Snap die.

Hidden Agenda, Never Tell Me The Odds, Double-Dealing, Hyperspace Jump, the whole slew of subterfuge and stalling cards. This is s super great kit, but I found myself enjoying them more with the Ezra Bridger - Force-sensitive Thief set-up. Much like Planned Explosion I found them to be less effective, and took away from my ability to just dominate with speed, locking down those damages from Planetary Uprising and stellar Leadership turns.

There is potential to drop Cheat and perhaps 1 Honor Guard for access to the Hidden Agenda and Never Tell Me The Odds combo. However, with as aggressive as my opponents have been with various decks, I think setting up multi turn plans muddies the water a bit much. Losing what survivability you have vs other aggressive combinations.

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