Vader/Unkar

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BlurHunter 3

The idea of the deck is to deny the opponent's resource gain and keep his hand empty while getting a lot of resources and being able to play expensive and powerful upgrades.

The battlefield Moisture Farm - Tatooine is selected so that it helps the resource generation, however most of the time you will choose the opponent's battlefield to get two shields unless it is a battlefield that can harm your play. Also it is of little consequence if you start the match as the first player, being that there are no 'action cheating' cards in the deck and that it takes a few actions to set up your play area with upgrades and supports.

The upgrades are selected so that they have high values that can fuel Unkar Plutt - Junk Dealer's action, but also if Unkar is killed the upgrades can be used on Darth Vader - Sith Lord so he can finish someone off with loads of non-modified damage.

Being that there are not a lot of upgrades in the deck, it's very likely that you will be claiming the battlefield more often than the opponent.

The ideal starting hand is Fast Hands, My Kind of Scum and mitigation cards, also possibly a copy of Vibroknucklers.

You steal resources from the opponent with Fast Hands on Unkar Plutt - Junk Dealer and My Kind of Scum.

Since Unkar rolls in and it's also good to have a copy of Salvage Stand for some extra resource disruption.

At the beginning of the game, most of the time you activate Darth Vader - Sith Lord first, to trigger his discard ability, and if his die rolls the powerful 3 and doesn't get removed you immediately use it to trigger Unkar's ability on your next turn.

Once you have set up at least one copy of Fast Hands on Unkar and My Kind of Scum, you try to claim faster than your opponent and every subsequent turn you want to activate Unkar first and if he rolls a , which he mostly will, you fast hands that die to disrupt/steal the opponent's resources, thus disabling him from playing upgrades or mitigation cards that have a resource cost.

This strategy will gain you a lot of resources to play upgrades and mitigation and hopefully keep Unkar alive for a few more turns so he can do his discard/resource generation magic for a while longer.

There is a copy of Confiscation and Vandalize to deal with a nasty upgrade or support your opponent might put down until you start disrupting resources.

After a while, you should have enough resources to play Buy Out or load up Vader with upgrades such as Darksaber and Vibrocutlass so he can start dishing out some serious damage. Also you should have enough resources to play Dark Ritual in case any of the two get killed.

This deck, if set up correctly, makes the opponent worry about resource generation and the lack of cards in hand while having to deal with your high value dice. If not controled, it will force the opponent to make suboptimal plays.

The deck will mostly perform very good vs. slow, resource depending decks, however, fast aggro decks tend to be a problem.

The cards that I would consider including in the deck are Force Illusion and possibly adding an additional copy of Darksaber. Also, I'll try to swap one Dark Ritual for a copy of Rise Again and see how it goes.

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