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Gameslayer989 437

Updated to 4.0: Removed Launch Bay and 2x Use the Force, added a second deflect and 2x Hit and Run.

Alright I finally had to add a second deflect. The meta is just too ranged and aggro dominant. Removing the Launch Bay hurt me because now this deck cannot win by milling and I always love to have alternate win conditions for my deck, but it is just never necessary against the meta at the moment. I am also considering Close Quarters Assault for the chopping block in favour of something like Anticipate or Scout, but for now it can still catch people by surprise as a 0 cost card and so just barely deserves its spot.

I've decided Use the Force is a bad card for this deck now that leadership is gone. Use the force has 2 main uses: To counter an opponents Use the Force or to flip a die to a side after you know the opponent cannot do anything about it. This is great if they claimed the battlefield early, you can flip Ackbar to that double focus side and go to town, but in reality I usually get my focus results consistently enough that a simple discard to reroll is enough to fix a bad set of dice. This deck nearly always claims the battlefield first since Leadership no longer sucks up all the actions for a turn, so your almost never in that perfect moment to Use the Force. Instead I replaced it with hit and run. Man oh man why didn't I do this before? Combined with All in it just helps cement the fast, gigantic blowouts this deck is capable of. Activate Luke first, and if he rolls a focus you have a guarantee to get major value out of All in (assuming you have upgrades out ofcourse). If you don't get that guarantee, it's fine. Ackbar with 2 force trainings still has a good chance to get a focus side to ensure the All In combo works. Ontop of that the action economy is very useful for ensuring you get that battlefield claimed to use Dug In and Defensive Position. Ontop of THAT it's a way of cheating out a turn to break a hyperloop lock. Keep rollign luke and keep getting hyperlooped until he finally rolls blanks, opponent rolls and then you hit and decides not to hyperloop you and then you follow up with a hit and run all in. This does not make the deck good against hyperloop once the loop is in place, but now you have a possibility to fight back

6 komentarzy

Luke 1

thanks for the list! how is this deck performing agains vaider/rider and jango decks? :)

Thanos 1

I ran your 3.0 for quite a while and it really made me fall in love with this deck. I did notice a lot of the same things you did. Launch Bay, though won me one game, was only useful 1 out of 10 times. Also, Close Quarters Assault just doesn't seem to mesh well with the rest of the deck. Like in your two videos released today I use it mostly for rerolls. I think the biggest problem with it in this deck either a.) Luke's melee dice are removed, or b.) you play All In and resolve his melee quickly. There are very little times where I have 2 or 3 melee sides just sitting on the table and I have an opportunity to play Close Quarters.

I think a great addition is Willpower. This deck doesn't have a ton of ways to surprise the other person with damage. Obviously most people know All In is there so they'll be ready for it, but Willpower can surprise someone with an extra damage, or possibly a kill, while also keeping Luke alive just a little bit longer.

Keep up the good work.

lefthighkick 19

Very interesting! I feel there are two distinct ways to take Luke/Ackbar, and it seems like you totally get that. I prefer my list/playstyle (backed up by tournament results), but I certainly respect your approach and the powerful cards it gives you access to.

Some of the card choices here I do question a bit, though. Are you not drawing into One With The Force often enough to justify running two copies? I also haven't been impressed with Promotion, whereas Scout has been an absolute powerhouse for me (getting rid of problem cards like He Doesn't Like You as well as pushing them closer to an Ackbar trigger. Both options have the critical 1-Focus side, so that's a draw there.)

It doesn't feel like Hit and Run does a whole lot, but I understand you're just trying to keep the Battlefield and it certainly helps there.

I agree with Thanos that Close Quarters Assault should probably just be Willpower. Willpower is a lot stronger than it looks, and no slower than CQA.

From one Luke player to another, good luck out there! :)

Gameslayer989 437

@Luke It at least holds its own against the jango enough to make the win rates near-even, and it does beat vader quite handily unless they can get a mindprobe out. Luke is very weak to mindprobe because of the forced card draw allowing your opponent to resolve for 6. Without drawing mindprobe I would give this the advantage, and thankfully people don't mulligan for mindprobe.

@Lefthighkick yeah I really do wish I could put scout in here, but I think promotion is jsut lsightly better at the moment. unlike you perhaps I am running into jangos and leia ackbars, whilst very rarely seeing a dooku jabba or a vader raider. In those matchups I'm valuing the promotion over the scout for the bonus card draw to further help my early turns. One with the Force is not unique, it may seem overkill to get 2 of them on Luke, but they do work. I want a One with the Force on turn 3, and I want my opening hand to not have it, so it's a little dicey to draw it as a 1 of. At first I thought Hit and Run would be weak, but after playing it I was amazed at how many additional avenues of play it opened up. Finally yeah CQA should probably be just willpower or anticipate, but still deciding which. Anticipate loses you the battlefield and costs 2, but can also just destroy an entire opponents turn, whilst willpower is that surprise damage.

lefthighkick 19

`@Gameslayer989 Thanks for the well thought out response! I can't wait to see what new tricks we get in SoR (if the new characters don't completely distract me.)

Fykos 1

@Gameslayer989 Why no Luke Skywalker's Lightsaber?