Bendu's Boss Binks (tribal Gungans)

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Gungan Arena 1 1 0 1.0

Cryptid 98

A tribal-themed Gungan deck, with a 5 dice and 28 hit points start. Advice for deck improvements welcome!

10 komentarzy

GregtheBiz 391

I would switch out Training for Electropole for the redeploy, and its same cost for a better die that wont go away.

Cryptid 98

Excellent idea, @dustin13862 - I hadn't noticed this upgrade when building the deck (I am still learning all the new cards), and thematically its a perfect fit too! Thanks for the idea!

adran06 254

I gotta ask, what's the point of the Vambraces and Datapad? Neither of them seem to serve a purpose.

adran06 254

@dustin13862Why take out the Training? Swapping Mandalorian Vambraces or Datapad makes more sense. Training actually helps the deck, the other two do nothing.

Cryptid 98

Hi @adran06, I put them in just to add a little utility; a shield here, a resource there. My understand too is that as the card doesnt specify indirect damage then the Datapad special can be used to manipulate the dice to the indirect damage side. If that's wrong then of course it's not nearly as useful. As for the Vembraces, similar reason for inclusion with the utility but also adding a little extra damage now and then too. Plus a dice with no blanks is a good dice in my book. I love that random element that Jar Jar's ability brings to the table, so I like these two cards to continue that theme.

GregtheBiz 391

@adran06 I would definitely take out Training because it can only go on the Gungan Warrior and there are much better dice to have for 2 resources than a Gungans. I know they still do the indirect damage on activation if they roll a blank but its not worth the difference in value of the redeploy Electropole.

@Cryptid Any occurence of the "damage ( or )" has been erratad to include Indirect Damage, so the Datapad would not be able to turn one of your dice to Indirect damage.

adran06 254

@Cryptid @dustin13862Something to consider: Training dice reads as

1) 1 ,

2) 2 ,

3) 1 ,

4) 1 ,

5) 1 ,

6) 1 .

4 damage sides.

Mandalorian Vambraces are decent, but random effect isn't reliably for anything, and can give suboptimal results. Datapad was answered by dustin, but I'd also like to point out a 1/6 chance to turn a die to a non-damage side, with 4 effective blanks, is not worth anything. Eletropole has 2 damage sides, but has redeploy. Frankly, if Training had redeploy, it would be invaluable. As it stands, the Training is still worth more than Datapad and Mandalorian Vambraces, though at least the Mandalorian Vambraces are cheaper.

adran06 254

Damn the lack of "edit"... I should also point out the 5/6 result is done WITHOUT using an Action or using the die, so it's actually the BEST result, cause then you can reroll with Jar Jar and possibly get even MORE damage. Pretty sure there's also an event that might be able to turn the blanks to , but I'd need to look for it.

adran06 254

Locked and Loaded is what I was thinking of, and is an absolute necessity for this deck. For 1 resource and action, you can turn those blanks into 2 for 2 of your units, so that's a HUGE advantage you should definitely consider. Could even buff those Runaway Boomas from useless to terrifying, as now that's an automatic 6 damage.

adran06 254

So, despite my best attempts to keep the Training, as I was tweaking things, I made a choice to drop it in favor of Second Chances. Mainly because your characters aren't that important to winning, just keeping something alive is. Thus, Jar Jar is immortal (hopefully) for long enough to kill with artillery. Check the Gungan Arena deck I made as an inspiration from yours for my version.