Asajj Control

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DaWasabi 72

  • 1x Twin Strike under Lightsaber Mastery
  • 1x Circle of Shelter under Lightsaber Mastery

This is a deck i've been messing around with lately. It's actually quite interesting to play, as the combination of Asajj, Hampered, and Force Pull make your opponent have to make interesting choices often.

The idea is to use Wat during the early stages of the game to play Soresu Mastery, and any of the Supports. He will usually die, but by then Asajj will be set up with downgrades on your opponent's characters to do her thing in the late stages of the game. Discard extra copies of Secrets Laid Bare, Palp's Lightsaber, Soresu, Force Pull, Supports you cannot play, and Logistics if Wat is dead to feed her Ability. It turns dead cards into removal, which is an incredibly powerful, although often not-used, ability.

Twin Strike is included within your Plot to be able to use Asajj's damage against shielded enemies to remove a dice, or to poke through a Riot Shield at the end of a game. You would be surprised how often that single copy of Twin Strike wins a game.

If you're looking for alternate supports, Wheelbike is fun, Vader's Fist is Vader's Fist (I don't own any, and won't), An extra Megablasters would be ideal, but I don't have a second copy. You can also run it with the 4x Tie Fighter Package. It's customization, and an interesting package to build off of. I hope you go out there and try out Asajj, as I think she was written off as useless pretty fast. I don't believe that any card is completely useless, you just have to find out how to use it.

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