Chew Chiw Chrain

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SwagonBallZ 630

No clever combos going on here, just a straightforward and steady early/mid-game ramp and control deck. Despite everyone trashing him, Chirrut can be used to great effect as 4 damage sides is nothing to sneeze at even if there are 2 modifiers. Chewy's dice pair very well with him as well, pretty much guaranteeing 4dmg on just their dice alone. I went eChewy mostly for consistency and more chances at using his special. Two of the core upgrades in this deck feature more than one blank. These cards are priced such that the extra blanks make sense and Chirrut heavily reduces the odds of seeing a blank making these cards even more efficient.

Notable includes: Journals of Ben Kenobi This card is doing triple duty. It locks 1 resource on the board for ramping up into the 2/3-costs next turn, it gets an extra junk die in the pool to use with negotiate, and it generates resources. With Chirrut's ability this card's chance of being blank goes from 50% to 25%, so it's quite likely you'll see something good. You mostly want resources so you can afford your controls, and I rarely if ever use the die ability.

DL-44 Heavy Blaster Pistol Again we're relying on Chirrut to make sure we're not stuck with blanks on this die. This is responsible for locking down our upgrade resources and dodging imperial inspection (and occasionally disarm) and for removing dice. Which is no surprise.

Holdout Blaster This is more a safety net than anything else. If we find that a character is about to die and they have either robes, cunning, or the dl44 on them we can overwrite with this to make sure we retain resources. Because again we need as much cash as we can get for removals. Can be used for the ramp but those resources are better spent on removals imo.

Cunning I'm still not 100% sold on this yet, mostly just a counter card (Hey Vader!) or a means of improving the chances of hitting Chewy's special. I may swap for Rey's staff or ascension gun, but for sure its replacement will be a 2cost upgrade.

Bowcaster This is the end-game, this thing pumps out dumb damage and is made even more consistent with Chirrut, who is very likely to be targeted last. It's a 4cost with redeploy meaning once it hits the board it stays there.

Draw Attention Heroism Means of spreading damage around, both proactively and reactively. I know you may be thinking why I'm not doing the Second Chance/Ammo Belt shtick, I know for sure I'm able to remove well over 5 damage with the same cost with all the removals and I don't have to eat an upgrade slot or pool up the 3 resources to do it. SC in my mind is pretty much reserved for decks that require stalling, like mills and to a lesser extent vehicle decks. Also it's cheesy and not fun to play against so I'm petty and refuse to play it.

Disarm Sabotage Meta picks. Disarm for hitting vibroknives and sabotage for either planetary uprising, imperial inspection, or salvage stand.

Electroshock Negotiate Loth-Cat and Mouse Standard yellow removal. Would rather replace negotiate with more cheap removals that don't require that i eat a die but there's just not enough for hero atm.

Smuggling This is used to make sure we still have resources for removals after we do our early upgrade purchasing. We have our meta picks that we can toss with smuggling.

Force Misdirection Mind Trick Huge late-game removals. Around turn 4 mind trick can wipe upwards of 5 dice for 2, and around that time you're done buying upgrades anyways so you have the resources to spare.

4 个回复

Rhaplanca1001 1

I don't think Journals of Ben Kenobi would work with Negotiate? Negotiate says "one of your character dice", so I think that dice from upgrades and supports can't be used for that.

Apart from that, looks interesting; I may give it a try.

SwagonBallZ 630

Yes that's an error on my part, thanks. Doesn't detract from the use of that card though.

And regarding my note on cunning, I've swapped it out with Reys staff and I'm finding it is working far better.

Rhaplanca1001 1

Of which, Negotiate or Journals? Mainly I'm just curious if Journals is really that worthwhile, is all. I'll build the deck and try it for myself, but still.

SwagonBallZ 630

Sorry, a bit vague. I meant journals. There are other 1 cost upgrades that have 2 resource sides, but with chirrut the odds of hitting a resource is actually higher than the others because more of the other sides are blanks. And if you do end up rolling blank anyways the die is still usable. Totally understandable if you want to drop journals but I like to try to make "unplayable" cards useful.