Sing + Trooper Aggro

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Eats, shoots, and leaves. 1 1 0 2.0

cjfm 35

I've been running a version of this deck since pre-release, and it's been fantastic. It frequently round-2 KOs a character of 7-11 hp, and can win turn 3 or 4 if you god-roll decently. The deck is also somewhat difficult to pilot, as you tend to have to pitch cards to increase Sing's ability, meaning you better know what you're looking for rounds 3 and 4 (hint: it's Tactical Mastery), provided the game goes that long. I haven't taken this to a tournament yet, so I can't speak to its place in the metagame (and nobody really knows what the metagame will look like, anyway). Instead, I just wanted to talk about some of the cards and the potential alternatives that make the better Sing deck (the other one being SIng + Bala). The Bala-version has more tricks in Armed to the Teeth and Fight Dirty, which gives it some "didn't see that coming" potential. The main reasons to run this deck over that one are

GUNS

GUNS

Tactical Mastery

Imperial Inspection

& More guns

Let's Talk Guns

Look, Baby Blaster is the best gun in the game, so play it. I haven't really liked the Ascension Gun's numbers; it's effectively a worse DT-29 Heavy Blaster Pistol, and I'm not too fond of that one, either. Instead, we get a Better DT-29 and all the Usual Suspects in yellow/neutral.

Let's Play with Guns

You want to always start the round by playing a gun to Trooper, then rolling him out. The deck plays much like Vader/Raider, where you load up the secondary (DTrooper/Raider) and just beat face with the main (Sing/Vader). Players won't likely disrupt your trooper dice because they're worried about Sing (and they should be!). However, a timely Tactical Mastery or Friends in Low Places will see that they won't be able to disrupt your nonsense.

And there's a lot of Nonsense

Docking Bay - Finalizer is here so that you can discard your Backup Muscles and Imperial Inspections to Aura's damage and still get them into play. In the off-chance that someone chooses their own battlefield (because it's a Poe/Maz or Poe/Rey), put all shields on Aurra and be happy. Poe is the only hero that claims faster than this deck, which means you'll have more re-rolls, and more chances to god-roll. The latest addition to the deck is We Have Them Now. I've been impressed with this card. I generally always claim first, so I can always use it as though it were an It's a Trap!. Be Friends in Low Places not to play it into removal, or use Aurra to bait the removal first.

You have a 50% chance to reroll damage with SIng, which means Unpredictable is a bit more predictable when used as dice-fixing. Sometimes it still comes up with or or and there's nothing more you can do about that. The deck has a high-probability or rolling damage every single turn, which means your opponent will have to have mitigation every turn or likely just lose.

Speaking of control, you have 9 dice control options. The usual Electroshock and He Doesn't Like You are in here, along with the spankin' new One-Quarter Portion and fantastic Doubt. Doubt is probably the best new villain removal. It breaks up combos like a champ, doesn't require a Spot, and COSTS ZERO. Sometimes you just make them take a resource and it's a cheaper One-Quarter, and other times it's Isolation for free.

The Card Choices and Possible Swaps

Wait, where's Fast Hands? I don't like this card. It takes up a slot that would otherwise be a gun (see, above), and this deck doesn't want to do 2's and 3's in one go anyway, it wants 6's and 7's. Fast Hands works better in the Aurra/Bala deck because it can be discarded to Armed to the Teeth. Here, we just want guns.

Imperial Inspection and Backup Muscle: Oh boy! We get to play the best supports in the game (probably)! So, you will see yourself rolling disrupts on Aurra and DTrooper and wishing you could do something with those. That's where Inspection comes in. Essentially, Inspection buys you time. It gives you one or two extra rounds of life on Aurra (she always dies first, or else you'll just win the game) and acts as pseudo-removal. If you have your battlefield, pitch these to Aurra's dice and then claim to get them back.

Bait and Switch: I love this card, so, so much. It fixes another side on Aurra's dice, but does nothing for Trooper. I had 2 in here for a while, and that was fine. First cut is probably One-Quarter Portion or 1 Doubt for the second.

What about Rocket Launcher? Good question! So, I think that's a good add. The issue with this deck is that it runs very low-to-the-ground. It plays its resources and then just rolls out every turn. 3 s are a LOT for this deck to make. I ran a version of this deck with Outmaneuver that I think wants 2x Rocket Launcher. I'd cut a training and the One-Quarter Portion for the Outmaneuver and then cut a 2 doubt or one and a We Have Them Now. Something like that. Electroshock could also be a cut instead of Doubt, as you don't always have s for it.

Dug in is a good choice here, and I was running it until SoR came out. Dug In just loses so much play with everyone on Vibroknife (every melee deck) and Handcrafted Light Bow (Poe/Rey).

Vs Big + small 2-char decks.

Unless they have a guardian character, go for the main. It's simple, they HAVE to kill Aurra, and you're racing to kill their main before she dies. Death Trooper can put out some damage, but he's just a mini-Aurra. Not to be confused with the real thing. (You might accidentally be trying to pitch cards to his ability, once you play this enough.)

Vs 4 character spam decks

You should be able to 1-shot everything on this team. Go for the Troopers or dice-manipulators (Nightsister) first.

Rey + Friend decks

Usually, I kill Rey first, unless it's Poe. Kill Poe first, then Rey will just die to everything you have. You can't last too long against Poe if they have a good hand. Play it slow and try to get a sick big-damage round or two. You should be able to clean-up without much fuss.

Trap decks

You can Round-2 Leia Organa - Born Leader pretty consistently. Don't go for Admiral Ackbar - Perceptive Tactician first even though it's tempting because of his annoying ability. This matchup is simply a race to kill Leia before she can one-shot Aurra or Trooper. Once Leia is dead, you're in the clear.

Admiral Ackbar - Perceptive Tactician or Mon Mothma - Skilled Politician + 2 Hired Gun

Hard matchup. You will need some luck on your side. If you can get a quick kill on a Hired Gun, that helps your chances. Also, you're looking to Friends in Low Places Field Medic here. Imperial Inspection is good until they get Rocket Launchers on their HGs. Rocket Launcher is a not-terrible Doubt and One-Quarter Portion target. You might have to Electroshock Ackbar's focus.

FN-2199 - Loyal Trooper combo decks

You're looking to Friends in Low Places their draw cards and to insta-gib FN before he gets loaded up. It's not easy to do. Hopefully you also draw Personal Shield before he combos out. Damage race, but you should be able to get to 11 before they get to 10. Honestly, I haven't played this matchup much, so I'm just going with my gut on this one. Good luck!

Jango Fett - Lethal Mercenary Bala-Tik - Gang Leader First Order Stormtrooper or version with Captain Phasma - Elite Trooper

The Phasma version is harder to beat, but they're both manageable. Basically, you get rid of Jango first, then Bala. Aurra puts out so much damage that you won't have much trouble, unless you roll terribly. Getting to Captain Phasma - Elite Trooper is a different story. Go for First Order Stormtrooper first, then Bala. Phasma can soak up a ton of damage, but Personal Shield will be your all-star in this matchup. If you get this early, you're in good shape. Use Imperial Inspection to bounce whatever the have, even garbage on Jango after he activates (fun!).

Some Final Thoughts

I don't know that this deck will be good enough once everyone has had time with SoR, but it has some serious potential to blowout players. Comments and thoughts are appreciated.

1 komentarz

Nexashe 57

Only thing your wrong about is the DT-29 -- it rocks your world in this deck -- this deck runs low low resources so trading the 2 costs a resource on the hold out for a +2 is always a winner -- yeah the special sucks but meh if you roll the resource on the hold out your probably going to reroll it anyway (unless of course you need it for the other one which you wouldnt have if you'd used the DT-29......