Starvation

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Starvation 2 2 3 4.0

adran06 254

Mulligan Priority

1) Blackmail

2) Cable Launcher

3) Con Artist

4) Cunning

5) Interrogation Droid

So, I shouldn't have to explain this, but the whole plan here is VERY simple. Starve the opponent of any options.

Resources? Well, Nute Gunray - Separatist Viceroy and Hondo Ohnaka - Respected Businessman make those rather scarce on their own, but add in Blackmail, and Cunning (for an extra chance at Hondo), and they'll be lucky to have ANYTHING left ever. Not to mention all the base you have on all your dice.

Cards? Well, we've again got Blackmail assuming they DON'T pay for it, Interrogation Droid, Con Artist (either from Deck OR hand), Nute's effect if they decide to not give up on Resources for the turn, not to mention the various Events.

Dice? Well..... there's a lot of dice removal. Cable Launcher and On The Hunt are both continuous dice removal, Law and Order can completely just destroy Upgrades, AT-ST destroys Supports, again the various Events.... Not to mention the lack of Resources to play Upgrades and Supports to gain those dice in the first place.

So yeah, you're starving the opponent of options, and slowly burning their Deck or their Characters to death, depending on which poison they choose to face. Hondo certainly can dish out a LOT of damage, and with all the Disrupt, he probably will. If you choose to just use it to gain resources, it still fuels the rest of the deck ANYWAY, so win-win.

Feedback is, as always, welcome!

14 个回复

Ramin2-D2 550

salvage stand

adran06 254

Not really enough dice with to make Salvage Stand worth it.

Queklaine 222

nute's 2 resource sides is enough to warrent salvage stand. I built this deck a month ago and it was very important to its success. Its main weakness is the fact that you have only 18 health. You can easily stop them from playing upgrades, but against matchups where the character dice are enough, you can get wrecked quickly. Something like boba/sister would probably crush you. This was a deck that was so much fun to play and I really wanted it to work. Sadly I took my version to 2 tournaments and won less than 50% of the games either due to fast opponents like I mentioned or just not getting the key cards turn 1 or 2 which leads to a consistency problem

adran06 254

@Queklainewere you also running cards like Cable Launcher and On The Hunt? Or mostly cheap cards like this deck has? How close was your deck list to mine?

Queklaine 222

I took a pretty different approach in that I went for complete resource denial kind of like what your doing but I also wanted to be able to switch between damage or mill victory easily depending on how the game was going. My approach was to eliminate all upgrades and supports mainly via resource denial and then use removal for character dice. At least thats what I was thinking when I started building it. My deck was largely yellow cards with imfamous so I could take 2 actions together. I also ran cheat so I could use infamous to retrieve a removal when I needed it and then play it immediately. Fast hands with blackmail also eliminates the chance for them to pay to remove you dice if they have it and you can use the 2 or 3 disrupt instead of just 1. I also ran thermals. I didnt have command presence but I did run one copy of gran moff to help nute win by himself since most go after hondo first. Didnt have scrap heap but I did run bartering. So there are many similarities. Just a different approach mainly i thinik

Queklaine 222

I can just give u my list and u can compare and contrast. I only made 2 versions really and gave up on it because of the health problem versus speed of opponents so this might be able to tweek still but here it is. Upgrade: Bartering, cunning, fast hands, gran moff, thermal, blackmail. Support: Besbing wing guard, imperial inspection, infamous, salvage stand. Event: Buy out, cheat, entangle, he doesnt like u, electroshock, one quarter portion, vandalize. All cards are 2 ofs except gran moff, besbing guard, imperial inspection, and buy out.

adran06 254

@Queklainewhat was your battlefield?

Queklaine 222

Instead of command center I ran imperial palace. Better to claim and remove one of the last cards they may still be holding to prevent rerolls. Also once they are milled out, palace is still useful while command center is not

adran06 254

I can see that one. Having said that, while I haven't tested out my deck yet, the biggest differences I notice are the distribution of the symbols on the dice, and the fact I have two continuous removal cards, one of which is a big anti-character die card. Yours has , , , and then a tie between and . Mine on the other hand basically only has , , and , with a side of if I get my AT-ST out. I HAVE resource sides, but I don't WANT resource sides. My deck can run with just 2 resources with minimal problem, since it's got so few 3+ cost cards. Yours is in the same boat though, so that should be fairly similar between the two.

Ideally, my Cable Launcher and On The Hunt should keep their dice down early on, and occasionally using my other dice removal should help me keep up by removing damage. If they discard to reroll for damage, that's great for me as it's helping my mill condition. Either way, my damage comes from Hondo and the AT-ST. It should be enough to possibly kill 1 of their characters at least, which should give me enough momentum to work. Definitely need to focus on removal early-game though, and especially on Cable Launcher and On The Hunt, cause that continuous removal is worth a lot more than the one-off events. I'll consider swapping my battlefield to Imperial Palace - Coruscant though.

Queklaine 222

Ya we have different ways of doing the same thing. My deck for example is far slower if I dont get infamous. I mulligan for that, fast hands and salvage stand primarily. The only issue I see with your atst is the time it takes to get it. If you dont have your cable or on the hunt early, you could be screwed. Most of the time, if I get a bad start, I lose hondo on turn 2. 6 of your 10 upgrades are yellow character only so they are all worthless if that happens to you. Also since hondos special is the source of damage, the range and melee sides of on the hunt might as well be blanks. So that upgrade effectively has 2 specials, a discard and 3 blanks. i had it in my deck as well but thats ultimately why I cut it. I love having cheat in my hand with removal in the discard and infamous on the table. Infamous + cheat basically means I can play anything in my discard at any time. Nutes ability and the various tricks we have are great from turn 2 onward but it doesnt affect turn 1 so they usually get a 2 cost upgrade out at the start so you have to be able to deal with there starting dice +1 on turn one. That generally will be 5-6 dice for most decks. I like your deck. Its trying to do basically the same stuff mine does, just in a different way. My experience has been that it just cant beat the consistent fast agro decks.

adran06 254

I don't plan to play more than 1 copy of any of my upgrades. I only run 2 copies to increase the chances of getting them, and will discard second copies for re-rolls except in extreme circumstances. So I only actually have 3 Yellow Only Upgrades from my view. You do bring up some good points though, so I'll take a look again and see what tweaks I can make.

adran06 254

Posting v4.0, with some tweaks based on feedback given here!

bradias2011 1

And the resilience man? only 19 life?

Queklaine 222

18 life actually. Thats the main problem why I ended up scraping the deck. Its fun to play but a bad start can kill you cuz of low health