eLando 2xRookie Pilot Vehicle Combo

抽牌模拟器
可能性: 0% – 0% 更多
Derived from
Hera Vehicles 0 0 0 1.0
灵感源自于
暂无.

Ratdos 47

Looking to exploit Lando's ability (1 extra resouce at the start of the game) in destiny, I naturally went for vehicles. His dice have the potential to generate a copious amount of resources, while the Rookie Pilots help reroll our vehicle rolls to better suit what you are trying to do that round, whether it is to jam your whole hand worth of vehicles or go in for the kill. Unlike the Hera Syndulla - Phoenix Leader vehicle varants, this deck does not hit a huge roadblock when the opponent uses The Best Defense... on both of the Lando dice on turn 1, as opposed to losing 2 [Hera}(/card/03025) dice which cuts you off of the sides.

The deck's ideal opener is a Quadjumper with one of the 4-5 drop vehicles (Millennium Falcon / Ghost / U-Wing ) plus either logistics or an Appraise to jam as much vehicles as possible for the 1st round. If we lose the roll out and end up not using our battlefield, distribute the shields 1 each on the rookie pilots to avoid pesky Intimidates, since all of our characters have a pretty much equal value (regardless of Lando's 2 dice).

The deck is on the slower side (due to running so many vehicles) so you won't be claiming too often but can dish out crazy damage on a single turn. You might notice that the deck is light on removal, but this hasn't been an issue so far since usually you can end up dealing way more damage than other decks can per turn, your characters are just there to support the real characters.... all the vehicles [insert The Best Defense... or Cannon Fodder pic here] lol.

Even though Black One is the most combo-y vehicle in swd, the U-Wing die has better sides (no blanks and 2 die sides of 3 and ) which has a better synergy with Planned Explosion to go for a single character kill and C-3PO to shield up our team or deal 2 damage to each of the opponent's characters.

Long Con is a great card to pitch to a reroll if it would be the first

The deck gets really scary around round 3-4 (assuming you were able to get a good amount of vehicles in play), due to the good amount of dice manipulation or rerolls we can do through C-3PO/Astromech/Rookie Pilot and the extra vehicle roll given by a well timed Strategic Planning. Don't Get Cocky is a great card to use once your opponent has claimed (which is usually way earlier in the round than us) to reroll into the best possible roll, whether it is to setup a Planned Explosion or just as much damage as possible.

If you enjoyed my Cienna+Thrawn deck posted below, you will definetly love this deck's playstyle. https://swdestinydb.com/decklist/view/16524/ciennathrawncombo-1.0

没有回复