AR-15: Villain "5"-Die

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The theory behind this deck is that AR gets you 3 targets for your "5th" die that should stay thru to the end of the game (barring Vehicle hate like EMP or surgical strike).

The goal of the deck is to push for a fast kill round 2, or start of round 3 if possible.

Majority of the time, your AR target will be Firespray-31. It's power action is great to get as much value and mileage of the mods in this deck.

However against mill you may want to consider Umbaran Hover Tank or Slave I. The former can deal with 3-wide mill, while the latter's power action can frustrate mill player's days as "soft" removal. Additionally, both these vehicles have resource sides to use with Bait and Switch.

The removal suite is very light and lacks multi-target removal as you want your resources to pay for supports and mods. 100% of the time you want your upgrades to go on Bala-Tik - Gang Leader to take heat off of Ciena Ree - Adept Pilot.

Opening hand you want (1) ramp card, either Logistics or Well-Connected, (1) mod, and either a 0-drop removal or force illusion to help tank thru early rounds. You may also want to consider an early-round holdout in case Bala gets blitzed down quickly.

Obviously, this deck is very susceptible to easy pickings

Flex Spots

I still need to test with Truce -- I don't like giving my opponents a resource in this Vader's Fist world, but I also don't like Logistics spot red and needing a resource die requirements.

Luce - Callous Nightsister is there for access to blue and health; some people may still prefer Nightsister for her ability but Luce provides 1 extra damage( vs ). I rarely used Luce's ability in the two games I tested this deck but it does have valid odd-cads like illusion, dorsal, backup, firespray, umbaran, and flank, overconfidence, but you don't want to necessarily sacrifice these cards just to use her ability.

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