The Falcon Belongs to ME

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SeventhSonGames1380 68

I wanted to make use of some of the less used cards I own, specifically Millennium Falcon which I rarely play due to it's cost. However, the new Way of the Force cards make it, in my opinion, one of the best hero vehicles in the game.

This deck utilises 3 different things in order to get the most out of the Falcon. ~ Firstly, the N-1 Starfighter with it's absolutely insane ability. It's only real counter is Cunning, which can take advantage of it's ability to discard an exhausted vehicle (which is where Docking Bay - Finalizer comes in useful). ~ Secondly, Wedge's power action to turn dice. Ideally, turning the Starfighter to a special to ready the Falcon again. And again if you have both Starfighters out. ~ Thirdly, Astromech to turn the Falcon dice to damage on any of it's 2 to 3 rollouts. This can be done with it's ability, or with it's focus sides.

This deck generates a LOT of resources in the mid/late game, and with the right draw and mulligan, it is easily possible to get the Falcon out turn 2. In terms of resource generation, we have XS Stock Light Freighter, Truce and... that's it. However, making use of cards such as Rally Aid and Appraise mean that you drastically reduce the cost of vehicles.

TURN TWO FALCON Starting hand: Millennium Falcon, Appraise, Truce. The other 2 cards can be anything.

Upon winning the rolloff: Choose YOUR battlefield, play Truce and roll out Han. If he rolls a resource, great! You;re set! If not, use his ability to reroll his dice. If you have damage on the board, your opponent may try to mitigate it. This does not matter. On your next turn, play Appraise and bring out the Falcon

Upon losing the rolloff: Again, go from Truce into Appraise.

If you don't have Truce, roll out WEDGE first, aiming to get a resource side.

BREAKDOWN OF THE CARDS ~ 74-Z Speeder Bike - Provides consistency and can be used with Wedge's power action.

~ Astromech - Provides consistency. ~ Fang Fighter - High damage and ambush. ~ Millennium Falcon - Main damage. ~ N-1 Starfighter - Getting up to 3 uses from the Falcon. ~ Pirate Speeder Tank - Overpowered special. ~ Rally Aid - Vehicle cost decreasing. ~ XS Stock Light Freighter - Resources.

~ Appraise - Vehicle cost reduction. ~ Deploy Squadron - Clutch late game card. ~ Easy Pickings - Good mitigation, since people tend to go for Wedge first. ~ Electroshock - Same as above. ~ Field Medic - Healing. I prefer to it First Aid, as I can use it to heal Han. ~ Friend or Foe - Damage mitigation, and another way to get Han on a resource side, giving him a shield as well. ~ Hasty Exit - Claim ability does not require control, so giving it up is fine. ~ Hit and Run - Yeah... More ambush = more burst damage = faster claim ~ Planned Explosion - So easy to get a value of 10 in this deck, even without using damage sides. ~ Truce - Resources! ~ Unpredictable - Mitigation, or anti-mitigation.

OMISSIONS ~ Y-Wing - A good vehicle, yes, but it has 2 blanks and I need the Astromech and Wedge abilities for other things. ~ Hailfire Droid Tank - It was close between this and the Pirate Tank. Pirate Tank pips it on the ability though. ~ ARC-170 Starfighter - Still might put this in, but I like the ambush on the Fang Fighter. ~ Quadjumper - I already have Rally Aid and Appraise. I don't need it.

I have yet to use this deck competitively, but I think it might do rather well in most matches. As always, I'd like to hear how you think it could be made better.

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