Cheap Phasma

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Echo7 328

I've been playing around with this deck ever since Phasma was spoiled.

I don't like Advanced Training - I think it's not great value even when you can convert all your blanks to 1. I know a lot of people disagree with me here, but I simply think Retribution I'd better as it means that even if all your 5 character dice get removed, you still deal 5 damage.

I like Sentinel Messenger as a support character, as he gives you blue, he has a good die, and he's a droid which gives you Automated Defense. His ability also gives you functionally a 6 card hand.

The deck build strategy is to make every card almost always playable. Therefore, if you can, activate the Sentinel when your opponent is showing dice that you don't absolutely have to mitigate right away (because the had a mediocre roll or you already mitigated their best dice), and when you're sitting on 2 . This takes a bit of planning, but is normally doable. You can normally spend an action rolling out the FOST dice. This practically guarantees that the card you draw is playable (with possible exceptions of Forsaken or Measure for Measure, depending on what dice are out).

Card choices:

Comm Tower: great with a plot. Salt Flats is tempting, but it's just too much of a present to the opponent if they're faster than you.

Upgrades: all 2 or below so they're all immediately playable. Treasured Lightsaber is of course the dream card to play with the Sentinel but it's pretty good otherwise (you have a LOT of base sides while Phasma is alive. Riot Shield is awesome. Quicksilver Baton too, though to be honest I don't normally pay 1 to roll Phasma's die out because it's often not worth it. ID10 may look like an odd choice, but with no blanks you're guaranteed to get some use out of it when in the round you play it, then you can just overwrite next round.

Downgrades: all your mitigation is single dice, so Hampered saves lives. Mind Extraction is anti-Palpatine3 and anti-Padmé tech.

I like Imperial Officer. The auto- helps and it has a base damage side. It's also a Leader, which can come in handy if you want to trigger the also very handy Conscript Squad.

Events: We have 12 0 events and 2 1 events. They are very playable so you should be mitigating 2 or 3 dice a turn while playing upgrades. This is the strength of the deck, but leaves you often without much re-rolling, which is why I've built the deck around the Sentinel Messenger ability.

Cards I'm not playing:

Megablaster Troopers: doesn't fit in with my strategy, and I think it's too expensive for the deck anyway. It's worth it in an Advanced Training deck, but not here.

Rout: yes, you can mitigate 2 dice with this if you have 6 dice in your pool. But it's just a bit too flaky for my liking. You have to get lucky with your timing (yes, lucky - it takes at least 3 or 4 actions to get 6 dice in the pool and your opponent has to have decided not to bother mitigating you), which means yes, it can be blowout in some games, but it's just not consistent enough for the cost.

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