Hyperloop

Kártyahúzás szimulátor
Esély: 0% – 0% tovább
Őtletadó
Top Guns (aka the Hyperloop) 119 88 47 3.0
Ötletadó
Még nincs.

Firgus 104

This is a hyperloop deck but with more card draw than the version I previously saw and with surgical strike as a possible answer in the mirror. Best case scenario, you get the falcon on the board turn 1 and claim to hyperspace jump with the falcon's special. If your battlefield isn't being used you'll need to play hyperspace jump or roll a falcon special before you can loop. Keep rolling the falcon as your first action and then claiming to jump until your opponent rolls blanks or non-relevant dices and put your launch bays into play.

5 hozzászólás

J1mbo 1

Disgusting to use this in a game imo. Expect FFG to bring rule changes or an easy counter.

MaxMcNugget 103

You need Cunning to really complete the hyper-fruit-loops. Because it gives you opponent more dice to deal with to be able to break the loop for the turn.

daniel.grundei@gmail.com 1

`@J1mbo- I've run a different Hyperloop deck and there are several counters. I highly doubt FFG would do anything to errata this. There are lots of risk with this deck. 1st - you have to win Dice Roll to control battlefield. 2nd - you have to get the Falcon early in your deck. 3rd - It's easy to get milled. 4th - AT-ST can remove the Falcon. 5th - Ace in the Hole / Crime Lord can quickly kill characters.

What makes this game fun is that there is so much variation.

wilson1225 86

So the surgical strikes can only be used vs the mirror if you hit one of the 2 damage sides on launch bay with 4 or more cards in hand? Seems a little remote

Book 1394

Met with a buddy today to test specifically against this archetype--not this particular one. Here are my thoughts.

Is it a thing? Yes. Do I think it is a tournament viable deck/strategy? Not at the moment.

Here is why:

1.) It is draw dependent. Very draw dependent. In the first list posted, a number of cards are contingent on, and assume, you are up and running. Sure, the deck can zig and zag, but the prior list in particular was lacking in mitigation, and therefore if things didn't go according to plan, it puts the Looper in a bad spot.

2.) There are a number of snazzy cards in the game that ARE more tourney viable that allow you to circumnavigate the loop. I played my 3 trooper/raider deck and things like Tactical mastery, coupled with a decent roll, allowed me to slowly kill off dudes. This deck also plays cards like He Doesn't Like You, Flank, The Best Defense..., and Electroshock, which can help to interrupt the loop--though they can Strategic Planning out of it here and there.

3.) Disrupt results can put the screws to the early set up for sure. I played as Looper against Jabba/Dooku and it was miserable. A forty minute slog, which I won, but that brings me to my last point:

4.) The deck has two issues that a relatively smart player can exploit often enough:

a.) it is slow, very slow. Rounds are 35 mins in events, which mean that spending time to set this up and then turtle as needed isn't a complimentary strategy to the tourney format

AND

b.) in all this mucking about, you actually have to get a win condition on the table. Yes, the deck has some heavy hitting cards like Launch Bay and Millennium Falcon, and some neat tricks like Thermal Detonator, but it isn't the best at playing early aggressor AND building toward the loop.

My end analysis, at present, is that the deck is more annoying and interesting than it is viable. I hope that we do not see amendments made to the card like in some of the LCG games, which, in my professional opinion, show a lack of proper development and future proofing. Either way, it is certainly not an enjoyable experience, per se, but it is a "thing" nonetheless.