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Dooku and Jabba, Deck Namers | 1 | 0 | 0 | 1.0 |
Wzorują się |
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Jeszcze nikt. |
milogert 88
Changes:
03-28:
-2 It Binds All Things, -2 Electroshock, -1 Gaffi Stick
+2 Enrage, +2 Isolation, +1 Mind Probe
Enrage is more universally useful than It Binds All Things and I am not worried about the damage. Plus getting Kylo Ren's Lightsaber on turn one is great.
Electroshock was not pulling it's weight. By nature Jabba is mushier than which make's Electroshock more of a dead card. I wanted to keep in removal so Isolation it is. Also, it hits Darth Vader (AW) dice better, which is a match up that's trouble for this deck.
Mind Probe is just a good card and it allows for more Holocron targets.
Picked this up from the Smuggler's Den podcast and decided to build it. It's a really fun deck that is pretty great at pivoting halfway through the game. Not getting the damage you need? Make them discard their cards. Rolling out only damage? Smash some face.
General Tips
- If you win the roll, depending upon mitigating circumstances, pick their battlefield and give the shields to Jabba. It's no secret that he should die first. Protect him. His sides a really, really good.
- Resolve Feel Your Anger early. It won't get better unless they have not rolled out all their characters.
- If you see sides, just resolve them (especially Jabba's). They are good and they can ruin your opponents plans.
- This may be obvious to some people... But remember Force Choke's is like a .
Starting Hand
- Stuff to keep:
- Sith Holocron is good with force upgrades are kind of interchangable.
- Enrage and Kylo Ren's Lightsaber is one of the best first turn plays. Keep in mind if you enrage and they have discards showing, they are going to resolve it.
- Get turn-one-playable upgrades.
- Hunker Down's are powerful and great to give Jabba.
- At least one control card. Ideally Isolation or Deflect (depending upon the deck) but He Doesn't Like You is fine too.
- Things to get rid of out of your starting hand:
- Kylo Ren's Lightsaber and Lightsaber UNLESS you have Enrage. Maybe not if you think you can play them turn one, but be honest with the rest of your hand.
- All In. This card is not great early. You will draw it eventually.
- Backup Muscle. If they are running only non-uniques, keep it. But if they have normal lists, get rid of it. There is probably better stuff to keep in your hand.
Battlefield
This one is like a one sided Rebel War Room. Also, it neutralizes any Poe/Rey hard choices for battlefield selection. I have rarely claimed for the ability, but it could be nice to have.
A silly alternative could be Command Center. Make some comment about milling and let them take their battlefield if they win the roll. You would rather have the shields anyways.
Characters
Hard to kill for sure. He generally is saved until after Jabba dies. If they start to focus on him start to play things that you can redeploy on him (Gaffi Sticks and Lightsabers) and use the Sith Holocron suite on Jabba.
Roll and . I have been noticing it's better to aggressively resolve the sides. Give him Hunker Downs if you can. You want him to last into the third or fourth round.
Upgrades
Nearly all the upgrades had specials for the battlefield.
I only own one of these, so there is only one in the deck. It's a good control card. Also, turn-one-playable so you can overwrite it later if you need to.
It's Force Throw. These work particularly well with this deck in that you can chuck Dooku's or Jabba's dice if you roll non-damage sides (i.e. or ).
A good early upgrade that you can overwrite with ease. Sith Holocron poops these out nicely. Like Immobilize below, you can play it turn one.
A yellow card and damage. This just helps the deck's game plan (i.e. kill them). Redeploy is good too. Play it on Jabba the Hutt and then when he dies Count Dooku gets another beat stick.
This card slows the game down so much. No one wants to try to kill Dooku first and if you get these out on Jabba he's got effectively around 14 health to chew through.
This is an untested add. I used to run Flame Thrower here but I always happened to discard it and the one time I played it I was losing anyways.
I figure this add four things: (1) more targets for Sith Holocron, (2) cheap turn-one-playable upgrade, (3) control, and (4) shields.
- Holocron rarely lacks targets but this is not a bad choice at all.
- Playing this turn one is totally valid as well, especially if Holocron can pull something else out of your hand.
- (and 4) One thing this deck can have help with is spread out burst damage. You see this from Phasma/Bala/Trooper lists. They have tons of guns that (a) need controlling and (b) need defending from. Between this, Hunker Down, and Dooku's ability, shields should be plenty.
Brutal damage sides. This is a really fun die to roll and extra spooky to look at. If you can get this out first turn, do it. This die is really tough to face down round after round, especially with the special.
General purpose upgrade. Pretty much all it's sides are relevant and useful in the deck.
Great for Jabba since he gets targeted more often than not. The redeploy is great.
Just a good card. Partially this is here to get on to Jabba so he can actually deal damage if Dooku dies.
Obvious the nexus of the Holocron suite. This die will eat removal if it gets rolled at all.
Supports
Great support. Puts some pressure on them and allows you to pick off characters at will.
Events
This is brutal. Use it when you have seven to 10 out. up and kill a character or two. If you are feeling spicy you can leave a out, claim, and then resolve the on it.
Dice removal. This one is nice since it's generally a three swing (i.e. save two points to you and deal one to them).
Great removal. One thing I have noticed: use it when you have the opportunity, even if you only get one die. You should never wait for a "better worse roll."
Good removal. That's it. My only complaint about this card is that it's slow. I rarely claim and this is not great for that.
An alternative to Electroshock and slightly more playable since Count Dooku has more "health" than Jabba the Hutt.