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sinrin 170
Pure glass cannon.
5 komentarzy |
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Completely agree with this problem in this list. I do actually win quite a lot of games with this list, but every single win came from a perfectly timed Cannon Fodder or Best Defense. Yes, once Veers goes down you're severely crippled, but if you have a Rocket Launcher or an E-Web out, you can still finish it out with a Lockdown + We Have Them Now. Definitely not planning on playing this list in tournaments, but I'm surely going to try and troll my LGS with it. |
I really like your Dug In suggestion, because I can always follow it up after Lockdown. Maybe I should consider that over Suppression. Also, this deck is totally fine with giving up the battlefield in exchange for the two shields. Prefers it in most cases. |
Put in an astromech and trigger 2 focus by removing a Veers dice to max your damage |
Or swap out Veers for Phasma with a single dice and you can spread the damage |
In theory, this deck is a major butt kicker. In practice, it falls flat unfortunately. I had a deck similar to this going but couldn't justify it. Your opponent will go after Veers first and fast, thus hurting you big time. Even with weapons that have black ranged sides, your TIE Pilots need an anchor to hold them. When this deck does do damage, it's through the roof. I would suggest Dug In to load Veers up on shields, and possibly other defensive stuff to keep him alive. It's not your 7 HP TIE Pilots the other player is gunning for--it's Veers. I am interested to see how this works though. Maybe mine just wasn't having good luck.