Lords of Scum and Villainy

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adammich 1

I wanted to start keeping a record of the changes I've been making to this deck so I decided to start publishing each iteration.

Version 0.1

I started with a standard control deck but wanted to change it up a bit to add more damage potential. Especially since if they go for Count Dooku first Jabba the Hutt doesn't have many options for damage without the Sith Holocron. Each iteration has been removing more of the force ability upgrades to be replaced with yellow upgrades and cards.

My initial version did not have these cards: Flame Thrower, Fight Dirty, Enrage, and Backup Muscle

And instead had cards like: Force Choke, Immobilize, Datapad, Force Training, My Kind of Scum, and Underworld Connections

I don't remember exactly what the list was but I had too much generation, not enough damage, and not enough fun tricks. It was too reliant on the Sith Holocron to play the blue upgrade cards and I wanted more damage. It also had Command Center which wasn't ideal since this deck rarely claims the battlefield. This led to Version 1.0.

Version 1.0

I added two copies of Gaffi Stick and a copy of Lightsaber since my previous iteration only had two copies of Flame Thrower with sides. I added On The Hunt to be able to remove and a more reliable Electroshock-like ability that can even remove sides higher than 2.

I still have all the great control events that can make the blue and yellow combination so powerful and find that I end up running low on cards by the end of the game due to having the ability to use so many cards each turn.

Version 2.0

For this iteration, I decided to remove one of the Sith Holocron cards since I don't need that ability as much as I thought I might. I also removed Force Choke and Mind Probe to add two copies of Immobilize for the dice removal and generation. I added another copy of He Doesn't Like You since it is a lot of fun and can come out of nowhere. Especially when you can play Ace in the Hole to add another yellow to your pool.

I am finding that On The Hunt can be very powerful and have even used Ace in the Hole to roll it in for the removal. This technique works remarkably well when the opponent does not have a reliable method of acquiring but still happens to have 2-3 on their character.

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