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|Uncle Tarkins Sweet Rides||1||0||8||1.0|
I've been working on this deck a lot over the last two weeks. If you've played me on TTS you've seen it as I've only been testing/playing this deck.
I've beat most of the current meta with it. Dooku/Mom, mill, Cassian damage, various Snoke decks.
The goal is to use Unkar's ability multiple times in the first round or two. The mulligan choices are very important depending on the deck you are playing against. Against another vehicle deck I find I can win the ramp up battle pretty quickly if I get a Chance Cube out there. If I'm playing against mill, get Grand Moff out as soon as possible and discard events using Jedi Temple.
Sometimes it doesn't click but I've overall found it to be pretty consistent. The Friends in High Places is pretty easy to activate most of the time.
I know that the Frag Grenade seems odd, but it has 1-1-1-2-3-0 die sides for just one cost, helping activate Unkar on the cheap (the podracer is sort of there for the same reason, as well as the obvious fit with Planetary and Hailfire). Even with Jedi Temple, I find Probe very important with the event-heavy meta. The AT-ST is there to potentially take out other vehicles (and not bad damage either obviously). I did have Tactical Mastery for a while but didn't find it useful.
Any thoughts on what you'd add/replace?