The Krena-tik smother

抽牌模拟器
可能性: 0% – 0% 更多
Derived from
The Krena-tik smother 0 0 0 1.0
灵感源自于
The Krena-tik smother 2 1 5 3.0

Fresck 240

Greetings all!

This is a deck i'm trying to refine, in a glorious attempt to shape Director Krennic into a warmachine, instead of a toolbox for control and mill :) In this context Bala-Tik's the best partner for a full 4/5 dice game start, in order to hit the opponent's face!

The general idea behind this deck was to exploit the maximum of Krennic's complete mess of dice sides (not even 2 symbols alike), and try to keep that deathtrooper die each round... well as much as possible ^^ To do so, I wanted to concentrate my efforts on : speeding up to claim, and the worst side : the 2. Because yeah, each other sides are usable right after rolling! This symbol is so visible and easy to avoid, that it really ends up being rerolled like a goddamn .

  • The upgrades : are plain simple, build a board to it's maximum potential. The Relby-V10 Mortar Gun are affordable in the deck, plus the sides ARE really good, in addition to it's interesting ability (i have to admit, I didn't activate it yet).

  • The supports : are hear to speed up the rounds for the deck. No need to present them, but I might have to explain Infamous : the fact that you can ambush 10 cards is a big deal. Krennic, as I said in introduction IS slow because you'll regularly end up with an average 3-4 symbols in your pool. And because I like every side of every dice, I will resolve them! I tried it, and found out that infamous has it's place in this build.

  • The events : Here is where I tried to have the maximum fun with control, speed and advantage : the fun combos are living, thanks to Infamous. Truce and One-Quarter Portion are really good cards, both giving to the oppenent. This makes Krennic's 2 meaningful and usable, instead of only threatening. Adding on top "Fair" Trade was the most fun and unbalanced way to and gain back those given too quick , thanks to Infamous! I won't explain all the possible little shenanigans possible, but the deck has tricks, and is fun to play :)

To end I would say that the deck is at it's first steps, and I would really like to move it to another level, eventhough it might not rise to a Qui-Gon Jinn/Kanan Jarrus, or a Sabine Wren/Ezra Bridger, but hell, maybe it will :)

For the record, cards to think about:

  • My Kind of Scum was runned in the first version, but combining Moisture Farm, Truce and "Fair" Trade made it useless. Plus it costs a ressource :p
  • Bait and Switch was also runned but I wanted not to turn only one side for damage at a time, instead resolve very quickly all the dice, so I am currently testing Tactical Mastery. There are a lot of , which requires time that ain't nobody got.
  • Jetpack or X-8 Night Sniper, which have both good sides, but I really like the redploy mechanic, and the cheap and usefull 1 upgrades.
  • Sound The Alarm after a game vs Ciena Ree/Bala-Tik/Nightsister, it appeared that only 1 die removals seemed pretty lame, and my opponent suggested that against loads of dice, rerolling a full god roll could be helpful.

Thanks for reading, and I'll try to make 1 or 2 updates to push to it's limit this fun deck. Please if you have some advice on how bad it performed for you, or how awsome certain cards I don't use are, give a shout!

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