Jedi Tanks

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Jedi Tanks - 2nd Try 0 1 0 2.0

Fromper 130

I'm still fairly new to the game. I have two copies of the Two Player starter, and one copy each of the Luke and Boba starters, plus about a dozen booster packs and a couple of cards that someone gave me that he thought would be useful for this deck.

Two of my random rares were Ezra Bridger - Aspiring Jedi and the Jedi Sentinel, so I decided to do a blue hero "tank" deck with Rey - Finding The Ways - 29 total starting health, 1 starting shield, and the potential for more shields later. I figure that'll keep me in the game long enough to fight back.

But I didn't have enough blue cards that do damage to make that work, so I bought some cheap singles from a local store. With only three starting dice, I need lots of upgrade dice with damage, thus the lightsabers, Makashi Training, Force Training, Luke Skywalker's Lightning Rod, etc. The good weapon singles are expensive to buy, so a Lightsaber Pull for $1 was worth it, to get the ones I have into hand faster.

I originally had two of Ataru Strike in here, and more shield-adding cards like Heightened Awareness, Pacify, Defensive Stance, and Defensive Teaching. But in testing against my own villain deck, Ataru Strike seemed hard to actually pull off, and my shields got knocked off faster than I could get good use out of them. So I de-emphasized that some, though I'm tempted to add Heightened Awareness and/or Pacify back in, just because they combo well with Riposte.

Synchronicity has proven easier to make work than I expected in my testing, so I'm glad I picked those up. In my testing, I've learned that if I use Riposte too early, my characters are easier to kill, so I save it for later in the game when that damage can make a big difference, or else don't play it at all.

I like Sound The Alarm and Nature's Charm for letting me mess up my opponent's dice for free, so I'll probably pull my second copies of those from my villain deck to include here when playing against people with their own decks, but I'm not sure what to pull out.

Any suggestions for what to do with the cards I've mentioned, or other cheap singles I could buy that would be helpful in this deck?

3 komentarze

GregtheBiz 391

Coordination might be a good add to get more shields onto your characters.

Carraminana 90

so few removal you gonna need at least 8 cards with removal, or you are toast, also It Binds All Things is a must.

Fromper 130

Thanks for the responses. I looked at Coordination, and I may still consider it.

When you say "removal", do you mean removing the opponent's dice like with Flank and Division in the Force? Cards that do that tend to cost 1 or more to play, which is why I tend to prefer free reroll cards like Sound The Alarm and Nature's Charm. But I have 2nd copies of all 4 of those I could include, along with a few others like Distraction and Mislead. I just don't know what to remove from the deck to make room for them.

I keep feeling like I don't have enough damage in this deck, which is why I have Concentrate and Clash in there to rig my own dice. But I can always just discard to reroll my dice, so maybe I should ditch those in favor of more cards that mess with the enemy dice.

I knew about It Binds All Things, but it's one of the few cards my local store didn't have. They have a great selection, but it's a popular card. But I have 2 of Luke's Training in there to reduce the cost of putting out my ability upgrades. And it lets me pull them out of the discard pile, which is good for getting back the abilities after I've replaced them with lightsabers.

I was also looking at Destiny as a way to reduce costs. That would even be good for just ditching a single die that rolled bad to play a removal event. But again, what do I take out of the deck to make room for it?