Boundless Baby Phasma

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malcolmreynolds21 13

You can't just keep the same Emo Kids list and sub in Phasma for Kylo.

One of the strongest features of the Emo Kids lists is that you know your opponent is going to target Vader first. This allows you to play all the upgrades on Kylo, and then the value of those upgrades goes way up since you get to use them for the duration of the game.

This feature is lost when you switch Phasma in for Kylo. We can't just load up Phasma like we did Kylo. Or the opponents will just kill her. Also, you'd have to hit your Holocrons to load her up with upgrades since most of the Emo Kid's lists are blue only abilities. As we all know, Holocron doesn't go off every game.

So how should we build this deck?

The strongest feature of this deck is the damage output of the character dice. The character dice are going to win the game so let's build around them.

BATTLEFIELD: Throne Room increases the damage output of our character dice, and usually allows us to claim one action faster.

HEALING AND SHIELDS: If we're going to win with our character dice, we want to keep our characters around as long as possible. This is where we take a cue from the Heroes. Force Illusion, Plastoid Armor, Dug in, Rejuvenate, and Take Cover all help keep our character dice around for longer. Furthermore, all of these cards are reactive. We don't know which of our characters our opponent is going to target, since both are pretty good. But, we don't care, since we can just heal or shield up who ever is taking damage.

BOUNDLESS AMBITION: All of these healing cards cost 0 or 1. This naturally lends itself to an inclusion of Boundless Ambition. Once we're running Boundless the value of 1 and 0 cost cards goes up while the value of more expensive cards goes down. This makes some of the 0 cost Supports like Aftermath, Dark Presence, and Meditate worth playing.

UPGRADES: Since we don't know which character is going to be targeted, and we don't really need upgrades to win the game, we'll just stick with Captain Phasma's Blaster and a couple of Z6 Riot Control Batons. These can accelerate our win condition, but they aren't a liability. Force Speed, a card I'm not really a fan of, makes this list due to it's synergy with Boundless and because the action advantage that it gives us helps us to claim and do more damage with Throne Room as well as the usual trickery of rolling and resolving to avoid removal.

REMOVAL PACKAGE: This leaves six slots for removal. Doubt is the best, since you're often very poor. I doubled up on Overconfidence because it's the most consistent at upsetting God rolls. Rounding out the package are one copy each of Feel Your Anger and Isolation. Our main removal option is to remove our opponent's characters with damage. This is an aggro deck after all.

BEST CARD IN THE DECK: Enrage. This card does every thing we want. It helps us pay fuel Boundless plays. It helps pay for our 3 cost upgrades. It pays for Vader's paid damage side.

MULLIGAN?: You're looking for a single 3 cost upgrade, Enrage, or Boundless. All of the other cards do the same sort of things and cost the same amount, so you're going to hit them all throughout the game.

HOW TO PLAY: Standard Aggro Strategy. Roll and re-roll for damage. Claim for damage. React to attacks with healing to keep doing damage with both characters for as long as possible. If you come up against a mill deck, obviously don't use Boundless.

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