Bearded Bears

Kártyahúzás szimulátor
Esély: 0% – 0% tovább
Őtletadó
Bearded Bears 4 1 5 2.0
Ötletadó
Snapping Baze 0 0 0 1.0
It's a Snap 0 0 0 1.0
Bearded Bears 6 5 2 4.0

stranglebat 832

hit and run deck that leverages the threat of snap with carbon freezing to give baze time to become a god of ranged damage.

recently cut c3p0 due to all the modified sides and the fact that baze always just rolls damage.

1st Edit : Took the 1.0 List to a tourney with 10 attendees and went 3-1 taking second place.

G1: vs eVader 2.0/eFN2199. Easy match up, they accidently roll a ranged side and they lose a character. Sensor Placement does alot of work against young vader and snap taking their resources cripples them. 1-0

G2: eQuigon/eRey. It feels around 50/50, You just have to focus on getting enough upgrades out and focusing down Quigon to keep him shieldless. I lost to a roll of 9 damage on rey with vibro knife makashi training and lukes saber 1-1

G3: eLeia/Baze: Very similar deck but with snaps battlefield control and the freezing chamber i kept baze out of the fight and held up my turn with hit and run and its a trap to blow out Leia when she rolled damage. 2-1

G4: eKrennic/Death Trooper: Lock down was an issue for him getting an early dice advantage but otherwise i think mono red villian can struggle with the dice control. Keeping snap alive really makes krennic struggle as does using sensor placement to resolve krennics disrupts against himself. Came down to baze with 2 overkills and a IQ vs death trooper with with a hold out and i had a planetary uprising in play. 3-1

Changes Out Suppression x2 . Surgical Strike x1 In: Field Medic x2 Logistics x1

I made the surgical strike change before the tourney as testing TTS showed me i can sometimes struggle on resources and I wasn't sure if there were any support decks in my meta yet. Suppression felt lack luster. it was a bit slow and took away from my dice which made its a trap worse. Field medics are in now to help recover on games where baze takes a big hit early.

Edit 2: Did some testing with people for store championships with this deck today. Performed really well. It has about a 50/50 match up with Poe/Maz, i feel favoured vs palpatine as well. Played about 16 games and won 11 of them.

Changes Out Rocket Launcher In New Orders

The ability to new orders then claim and take 2 dice for a turn is not to be under estimated.

8 hozzászólás

Gearjock 140

Interesting deck. What is your opening hand strategy with it? I was running a Han/Snap deck but with Shields being worthless nowadays I'm trying to find another deck with Planetary/Snap.

TheBeard1808 108

Nice. I need to get about three more red upgrades (plus another Snap die) before I can run this deck. Glad to hear it runs well!

stranglebat 832

@GearjockOpening hand is highly match up dependant. I will usually keep Wingman no matter the match up but otherwise its fluid. Against fast decks i will look for a 1 cost upgrade and its a trap assuming they have a ranged side. At least one 2 cost upgrade is good as well.

I usually mull away hit and run because id prefer to use it once im geared up but if its in my opener ill use it on wex to disrupt. I also mull away field medic which is in hand for later game use once im loaded up on upgrades.

I will quite often keep new orders and then use my first turn to change the bf and look to claim to take away 2 dice for t2. This generally buys time to load up one of your guys and set up a massive hit,

Against control or mill i prioritise PU and get it down asap. Also dont be afraid to keep sensor placement. against these decks and if they roll early disrupt resolve it against them. With rearm and such you can survive the no resource game better than them.

stranglebat 832

@TheBeard1808 Let me know how you go! I played 3 matches against vader raider last night and it feels unfavoured but winable. One match the guy rerolled tuskan into ranged damage and i 1 shot vader off its a trap so there is that

Gearjock 140

@stranglebat Check out swdestinydb.com

Outpost seems like a really interesting inclusion for this deck. You are playing the deck because you're gambling that early game you are going to be able to claim the battlefield due to Temmin "Snap" Wexley - Recon Specialist. Outpost gives you the icons you're looking for but also its Special can be killer with Carbon-freezing Chamber - Bespin. Maybe cut the IQA-11 Blaster Rifle x2 for their inclusion?

stranglebat 832

@Gearjock The current build i have got which hasnt been posted yet is running A180s instead of the IQs and they have been really solid, especially get those kills with unblockable damage which gets around alot of effects.

The Outposts do warrant testing though. I bet someone would be surprised if you Its a trap onto specials and remove 1 or 2 character dice next turn. They might be too slow. Another card im going to throw into consideration is Guerrilla Warfare. It gives you a way to use snaps last dice for something and claim or to get a large unresolvable mod side off the table in the face of a force throw. Damage out of hand is never a bad idea.

TheBeard1808 108

I agree that Outpost would probably be slow. However, if you have them resource starved, it might not matter. Guerrilla Warfare is also an intriguing option. I've played this deck a couple times on TTS and I lament not always being able to resolve both of Snap's dice. The kicker though is what would you take out? Field Medic maybe, but it helps keep Snap alive for a bit longer. Logistics? Most of these cards seem like they would be hard to take out.

Gearjock 140

@stranglebat``@TheBeard1808Yeah, Guerrilla Warfare is also a card I was debating with because I want to use that last dice of Temmin "Snap" Wexley - Recon Specialist. The A180 Blaster warrants further testing as well.