eHan / eSnap - Fly Casual (non-EaW)

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Store Championship winning Snap Solo 95 78 24 1.0
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Note: As title says, this deck is pre-EaW. Publishing now since I never got around to it, as this was my main deck in SoR.

In my opinion, Han/Snap was one of the strongest control decks in the SoR meta. It can do very well against some of the top decks such as Palpatine and Poe/Maz. However, I feel that the deck suffered when the meta shifted to Rainbow FN decks, as it is a poor matchup.

The overall game plan is to control the battlefield, mitigate dice, and last long enough so that you kill the opponent via attrition (read: Planetary Uprising).

This deck is very dice-lite and the reason I enjoy playing the deck is the unconventional play style. It is not always about getting maximum value from the dice, but rather from controlling the game board. A typical turn might consist of resolving a single Han die for 2 or 3 damage, playing some mitigation, and then claiming to deal damage with PU.

Ideally your opponent goes for Han first. Load up Snap with shields (through Dug in or Hold On!) to discourage your opponent from going for him. Maz's Goggles is great early game to generate resources or for the focus, and then it can be overwritten with DL-44 Heavy Blaster Pistol later in the game. And then when Han gets low, play Second Chance to keep him around (either straight up or by overwriting the DL-44 if resources are tight).

Mulligan priority: 1) Planetary Uprising, 2) Fast Hands, 3) Hit and Run, 4) Dice Removal.

Swiftness is a situational mulligan, I would keep it when I already have Fast Hands and don't have Planetary Uprising, so that first action I can swiftness out the Fast Hands onto Han, gain two shields from the ambushes, and then activate Han. You hopefully hit the 2 disrupt (although you never complain about the ranged sides).

Flex spots:

  • Disarm - Is great to get rid of Vibroknife (the bane of your existence when you play this deck). However, in practice, Disarm is difficult to pull off (need to roll Han's ranged side, have it sit untouched, and then have the resource to play the card).
  • Let The Wookiee Win - Seems good, as it contributes to theme of deck (grinding it out with small amounts of damage and dice removal), but it's often a dead card early game due to resource scarcity.
  • New Orders - Recently put back in to help in games where I lose the roll off.
  • Swiftness - Can be pretty in a pinch, but is also situational.
  • Unpredictable - Solid card, just not super high value. Can be nice for free shield + re-rolling Han/DL-44 die that can then be resolved right away.

Link for Snap's die, since TTS doesn't load it in properly:

http://cloud-3.steamusercontent.com/ugc/87098596237698130/17CB81C2FDAF79CE99DF089113A17F252B5EBC74/

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