Easy Rider

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Luke_Skywalker 371

A local friend and I were talking over this deck tonight doing some basic theorycrafting.

Lair of General Grievous - Vassek 3: This battlefield is selected because A. I can spot General Grevious so my opponent may choose to give me shields. B. one indirect damage is probably not going to swing any games away from me.

General Grievous - Droid Armies Commander: Being able to spot General Grievous is actually essential to my strategy with this deck. I want to be able to reset his General Grievous' Wheel Bike to get multiple activations with mods that I will stack on it.

Battle Droid I'm playing the battledroid because he works with modular frame and with The Best Defense... he also comes at a discount, but I'm really not taking advantage of that.

Watto - Stubborn Gambler: Watto is just here to fund my board state. He is 100% for ramp.

Armored Reinforcement: From very early in the game I want to have multiple opportunities to activate General Grievous' Wheel Bike. Armored Reinforcement helps to get it out on turn 1.

UPGRADES Arc Caster This mod is a good die, and on the turn you play it it gives you a reroll on a bad dice roll.

Dorsal Turret Great cheap die

Modular Frame Free HP, maybe as much as 4 from these two cards

Triple Laser Turret FANTASTIC die, really want it on the Wheelbike.

SUPPORT General Grievous' Wheel Bike I've discussed how central this is to what I'm trying to do.

Assassin Droid It is a droid support so Power Action can re-roll it's die. It also gets free damage when activating.

Hailfire Droid Tank This die can be really oppressive, I just don't want to be resolving it for a shield. Also this is a pretty safe spot to lay out extra mods when the Wheel Bike is full.

Stap Droid Rerolls from Greivous, cheap.

Tech Team Ramp

EVENTS A Sinister Peace No Resource Removal, does cost 2 cards.

Automated Defense Pretty much can always have this online and it removes a die for one.

Crash Landing puts damage where I want it.

Commence Primary Ignition nasty surprise card that can get a lot of damage out of a loaded out wheelbike.

Rout I want to get two dice out of this removal. Two for one is a big deal.

Testing Procedure: Money and Tempo. I like the Tempo more than the money, but I'm looking at #Probe as a replacement for this card.

The Best Defense... Still superb removal, especially if you can drop a modular frame onto the battle droid before using it. Generally speaking I like to hit 2 dice with it and have the battle droid at 5 health when it goes off for the second time. I want to make that Battle droid's hit points feel less like 6 and more like 10. The modular Frames and best defense can really extend his usefulness.

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