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Why So Angry? | 2 | 2 | 2 | 1.0 |
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Why So Angry? - 30 Person Tournament Winner | 216 | 167 | 32 | 3.0 |
joemasilotti 1377
This deck has been updated to version 3.0, winner of a recent 30-person tournament.
A natural progression from my Kylo/Dooku deck from Awakenings but with a little more aggression to keep pace with the new cards.
Overall Strategy
Even with Vader this deck still wants to play slow and control your opponent when possible. Most of the events help remove or flip die and Force Throw/Push help even more.
Don't play any upgrades until you know who your opponent is going to focus on. It really hurts when Vader get's a Sith Holocron to Force Throw and then dies the next round. As expected, play everything but the Lightsabers on the other character.
This deck can struggle for s, so make sure you are putting both It Binds All Things and Enrage to use. Also, pretty much always take Kylo's side when you roll it.
Battlefield Choice
Mostly for a surprise 3 from Vader's . But it also can help control an extra die from your opponent if Force Throw is on the table.
Mulligan
Look for the following cards, in order of preference:
- Sith Holocron with any blue ability
- It Binds All Things with any blue upgrade
- Enrage with Lightsaber
Don't be afraid to Enrage turn one and play the Lightsaber right after it. Just make sure you know who your opponent will focus on first - play the upgrade on him.
Resource Management
You might run into issues if you don't manage your resources well with this deck. Vader lacks any s sides and the two characters together have four paid sides.
It Binds All Things, Enrage, and Sith Holocron all help mitigate this risk. This in turn leads to blue abilities over more weapons or upgrades, like Lure of Power. Second in priority is the "redeploy" keyword helping get double value from each Lightsaber. The lack of Kylo Ren's Lightsaber and Lightsaber Pike should now be obvious.
On top of those cards you should almost always be resolving Kylo's resource sides. These go a long way in allowing you to play upgrades and the one control cards to keep the team alive.
Anger vs. Rise Again
Anger is pretty situational, but you can help force it on yourself with a little planning. Firstly, Sith Holocron has two blanks, so if you have one in play your odds are already quite high. Once you have a single blank showing you can Manipulate another die to open up Anger the following turn.
Rise Again, on the other hand, can extend a game long enough to almost guarantee a win. The obvious tradeoff is the huge cost associated. Hard than it sounds, you just need to finish a round with three resources and claim. Getting there can prove to be difficult, but the times I do play it are huge momentum swings.
I'm still testing what ratio of Anger vs. Rise Again are right for this deck.
Alternative Cards
There are still a bunch of cards I am experimenting with. If you want to shift more towards aggro you can replace Manipulate with Force Strike or Lightsaber Throw. Force Push could also be swapped out for Lure of Power.
6 komentarzy |
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Force choke might be worth looking into |
I also like this char combination. Meditate looks like a good addition imo as it allows you turn turn alot of nice sides up and combos with Manipulate. |
And why not Kylo's lightsaber? |
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I won a local 30-person tournament today with this deck. Thanks for the input, it really helped kick up the deck to the next level.
Here's the "official" public posting of the deck, version 3. |
No force lightning yet you play mind probe? Rise again doesnt seem to fit in this deck either