Admiral Jynbar

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TheBeard1808 108

To start, this is not a tier 1 deck. There are two things this deck is designed to do, the first is that it keeps Jyn alive for a long time. The second is that your opponent will hate you by the end.

My collection is missing some cards, so here are some notes about what I want to be able play:

DL-44 Heavy Blaster Pistol and Thermal Detonator should be removed for one or two Holdout Blaster and a second Lone Operative. As much as I love Thermal Detonator with its discard sides, it just doesn't make the ideal cut. You could probably even remove the second Fast Hands to make it two holdouts and two lone operatives total. Really, fast hands is good, but not as necessary for this deck. Maz's Goggles would be great, but alas, I don't own any. Another Scout could work as another option. I also plan on putting Electroshock in when I get one or two, probably in place of Friends in Low Places. Ascension Gun would probably be a good pick if you don't have holdouts, but I don't have those either, so I can't test them. I'm also testing having Logistics in for Loth-Cat and Mouse to see if I like the extra resources.

So what is the goal of this deck? It's quite simple: Mill their hand and do everything in your power to keep Jyn alive. This deck is not designed to do damage (which is why Let The Wookie Win doesn't make the cut). I played a game where both of my opponent's characters had three shields on them.

Opening hand should include C-3PO and Second Chance. Con Artist, Scout, Infamous, and Lone Operative are good second choices, but you really want Threepio and Second Chance if possible. Yes, Threepio is slow, but believe me, his ability is clutch when Jyn is showing one or two ranged damage, easily turning them into discard (what you usually want), resources (also a good choice), or disrupt (a situational third choice). Infamous also takes an action to lay down, but makes up for itself as the game goes on. Fast Hands is good early game, but becomes a liability later, when you want to play Rebel to get Second Chance back.

Generally, roll out Jyn first (I have yet to find a time where that is not the case). If you have fast hands in the first couple rounds, resolve a discard side, preferably the 2-side. Ackbar is next, then Threepio. If you get even semi-decent rolls, your opponent should only be left with 0-3 cards to play by the time you get to their second action phase. If you roll damage, that's what Threepio's ability and Ackbar's focus are for. Leadership helps if you're unlucky or they get more cards in their hand. Other cards like Scout and Con Artist will help remove cards from their hand.

Reversal, shoot first, and unpredictable (and electroshock if you are lucky enough to own it) are there for some dice removal, but you may end up using unpredictable on your own dice on the occasion you have really bad luck.

Now, on to the part that will make your opponent hate you, the Second Chance loop! Eventually, you're going to get some damage on you, perhaps a lot. That's what Second Chance is for, along with Ammo Belt. But eventually one or both of those cards will be discarded due to the amount of damage you have taken. Enter: Cheat and Rebel. If you've got that discard showing, Rebel is great. Thanks to Jyn's ability, you get it for free if it's the first one you play that round (and don't forget infamous). And if Ammo belt is in your discard pile? Guess what, it's free too! If Ammo Belt isn't around or you don't have Second Chance equipped, pick up Second Chance. Cheat (also free if it's the first yellow event played) is another good way to get back Ammo Belt or Second Chance, I usually swap out a second Threepio, Fast Hands, or Infamous. Essentially, you will have the opportunity to get numerous second chances unless you are just plain unlucky, which happens.

The battlefield helps mitigate some bad luck. If you don't get anything good even after the mulligan, don't be afraid to throw a bunch of cards to the bottom of your deck. I originally had Starship Graveyard (which is great to bring out second chance or ammo belt), but helps your opponent as well. Maz's Castle gives you even more hand milling potential if your opponent claims first (thanks to the deck The Long War for pointing this out, which made me switch battlefields).

Where this deck is weak: Heavy damage and villain mill. God rolls aside, if your opponent has ways to keep the damage coming, even your fancy tricks may not be enough to keep you alive. Villain mill is more efficient and has resource denial, which gives it an advantage over Jyn (I don't think swapping Snap for Ackbar is comparable).

As I said before, this deck is not tier 1. But it is fun (for you) to play, even if you just try it a few times.

2 komentarze

Gearjock 140

I actually kinda like the inclusion of the DL-44 Heavy Blaster Pistol in this deck. It does a lot of things right. Removes a dice. Gives Ambush, potential higher value for a Disarm (if you add it in later), and potential 3 Discard with C-3PO. Plus, it has the benefit of not being discarded by Imperial Inspection. It also does give enough punch with Jyn Erso - Reckless Operative that you could potentially kill a weeny character (first two turns, see where Admiral Ackbar - Perceptive Tactician damage goes. Then later, if you get a good roll on Jyn Erso - Reckless Operative, [DL-44 Heavy Blaster Pistol], (/card/01051), C-3PO, you could be punching 7 damage into somebody.

TheBeard1808 108

That's definitely true, say if they did something like Palpatine/Tie or eSomething/Stormtrooper. Can't forget about the little guys!

One of the benefits and problems I foresee with this build is that there are just soooo many options for little changes. The events I have in are great, but I could still swap them out for others, even after I've gotten electroshock. There is just so much variety that, aside from Cheat or Rebel, you could justify swapping stuff in and out.