4/3 Luke Fisto LVO

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tunewalker 74

I failed this deck more than this list failed me. Twin strike can be clutch but it can also be a complete trap that you try to play around. The answer is DONT try to play around it. If you have an opportunity to get 3 or 4 unblockable with it, even if it doesnt kill, go ahead and do so. What ever you do, do not try to plan around getting it to kill in most situations. It is only intended to help against decks that refresh shields on a regular basis.

First Game vs Reylo: Win, this was a super close game where twin strike DID make all the difference. This game put me in the mood to try it a few to many times.

Second vs Reylo: Loss, this was ANOTHER super close game that came down to the wire. This time the opponent made sure to keep themselves out of twin strike range and found a way around fisto's defensive abilities.

Third game vs Palp/watto Loss: This was the first game where holding twin strike honestly had a negative impact on my play. Due to this palp was able to get a good roll out and Fatal Blow for 7 without me having any mitigation at the time, which I really couldn't come back from even though he failed to kill any characters with it thanks to Fisto's melee defenses. My opponent was frustrated and impressed with how long Fisto could live, but playing around Twin strike in a match up that I shouldnt be using it on really cost me a lot of momentum and he used that masterfully to his advantage.

4th game vs Maul/Mando/ret Win: This game showed what happens when the dice roll hot in this team. I was able to deal 10 damage to maul on turn 1 without taking a whole lot of damage myself. The super hot roll round 1 basically decided the game because once Maul went down it was easy to control the Pulse canon on the mando.

5th game vs Han/Satine/Naboo gaurd Loss: This was the definitive game of "dont play around twin strike" attempting to do so allowed my opponent to get an easy pickings off that I had dodged up to this point, and just taking the damage I had instead of fishing for unblockable would have been enough to finish off his Han, and then go to the next round with only Satine. Thanks to redeploys and vehicles it is no garauntee that had I not miss played this round that I would have won, but the miss play was the sure fire way to loss in this match up.

6th game vs Vader/Greedo Win: this game largely came down to rolls. We both had moderate rolls throughout the game, but when the game deciding rolls were coming down, they all simply favored me. With Fisto nearly dead a fighting pit on vader and fisto lead to both hitting a 3, Fisto surviving thanks to his ability and still doing 3 damage to the vader. With a 1 focus on luke and another fisto die and fisto still alive a focus into double focus gave me all the damage I needed to take a huge lead. Once vader was down and Luke was alive, just keeping shields on Luke until greedo went down garaunteed that the greedo could not kill on his death.

7th Game vs Obi, R2 Win: This was probably the unluckiest opponent I faced. I took out the R2 first knowing that he dies faster and with him goes my opponents consistency. Without R2 to fix dice and with horrid luck my opponent simply could not roll damage to save his life.

Ultimate point is just play to win and you will be fine. The idea is to take an opponent out as quickly as possible, once one of their characters are down it should slow down their damage and abilities and your goal is to extend the life of one of your characters as long as possible while the other character widdles down the opponent. Once the game is down to 1v1 both a fully loaded Luke and fully loaded fisto can be super dangerous.

The most surprising card of this list is counter stroke. If you can get it down it can encourage people to stay away from the person that has it, and if they dont any of it's sides can be very scary for them to deal with. A 2 focus that resolves on your opponents turn can be clutch, as can a 2 shield that resolves in between damage dice resolutions.

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