Pure Anarchy

Kártyahúzás szimulátor
Esély: 0% – 0% tovább
Őtletadó
Pure Anarchy 0 0 0 2.0
Ötletadó
Még nincs.

DaWasabi 72

This has been a rather fun deck to run, as it's full of tricks and is more my style of play than the current Meta Decks. Greedo - Unlucky Mercenary is a good choice for pushing out Damage while he's still alive, and gives you the extra edge, Bazine Netal - Master Manipulator has quickly become one of my new favorites for getting that early 3 damage on a character and her lack of damage sides encourages you to look into other solutions for damage. Rebel Traitor has been an interesting addition, i used to run Bib with one die. But, the Rebel Traitor's ability can be very restricting on your opponents, when you add Cable Launcher, giving you the ability to take away their die after you force them to activate. As well as Coercion to add more ways to restrict your opponent's choices.

The main way this deck achieves victory is through attrition, and your opponent splitting damage due to your Indirect Damage Sides. This opens up massive Anarchy plays to do anywhere from 2-4 damage to all of your opponent's characters if you have Hound's Tooth or Vibrocutlass on the table. Heck, even Personal Shield has a 3 on it.

Going over the Supports, Hound's Tooth is a great addition, and is probably the best card in the deck. It's ability generates resources for you to use, and has huge die sides to prey on with Anarchy. Infamous is hilarious with In Pursuit and opens up some fun plays with Fast Hands, letting you Ambush, activate a character and resolve the Vibrocutlass die instantly. Slave I is a card that has options, and can be a backup source of damage in the late game, and you have good Power Action Re-Roll targets to have very good odds at removing certain values shown on die.

For the events, Ace in the Hole is great with Infamous, and has won me many games as the last play of the game after your opponent claims the battlefield. I only run one as there aren't too many targets for it, but Gang Up on the first turn can feel pretty good. Armed to the Teeth lets you throw the Fast Hands / Cable Launchers / Hunker Down at your opponent when a character is about to die with them on it. It's good for that 1-2 damage for free. Coercion can be so powerful if you hit the right events. Just remember to play it when your opponent has resources to spend, as it opens up more options for you. In Pursuit + Infamous needs no explanation. Vandalize with your less than ideal Bazine Character Die in the later game gives them a use, allowing you to take away Ancient Lightsabers, or even just pop it for the Force Speed that's driving you insane. Always Remove Force Speed as it ruins your entire game-plan of attempting to control the opponent's actions.

For the battlefield I run Cargo Hold - Eravana as it lets you technically remove Upgrade Die from the pool, which your deck can struggle with every now and then. It can also save the Personal Shield if somebody is about to get beaten down by an aggressive deck. In most situations I'll go with the opponent's battlefield unless it's horrendous for me in the match-up. I prefer getting the Two Shields to boost me to a '25' total starting health.

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