DJ Snizzzoke

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This deck is all about control. It is rather light on the upgrades, and heavy on dice removal. Getting enough resources to play all your events will be the key to victory. You will want to Mulligan hard for Streetwise and/or Torment. Count Dooku's Solar Sailer is also great to get out early.

I usually roll in DJ right away, hoping for one of his die to show resource, ranged, our discard, usually in that order of importance. Then usually you want to power action the one you need. The only upgrade that goes on DJ is Torment. The opponent will  usually gun for DJ, and if they don't, then you will almost certainly win. None of the other upgrades are super important for the deck, but you will probably find yourself flush with resources halfway through the game, so slap them on Snoke.

This deck has only lost a couple games for me, and they were against shield decks (Luke/Rey) and rainbow vehicles (Snoke/Aphra/Battle Droid). It does VERY well against mill.

Give it a try, let me know how it works out for you. I'd also love to hear ideas or suggestions on making the deck better, or what you think. Thanks for looking!
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