TROOPERS 4 LYFE (Gun's and Troop's)

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TROOPERS 4 LYFE (FN Errata Edition) 1 0 0 2.0

Kendomo 66

There's nothing like getting your bro's together and killing some rebel scum.

In Awakenings, blue was really the only viable mono color deck one could create. In SOR, each color really became fleshed out with red getting some amazing cards.This might not be top tier but is very solid and highly flexible depending on if you want to play it fast or slow.

Play-style: While you might want to overwrite FN-2199 - Loyal Trooper to get free dice resolves over and over again, you really want your weapons to stay on the field because your other troopers can do just as well with them. Start with loading up FN with some 1 or 2 cost weapons, and overwrite them into a IQA-11 Blaster Rifle, Rocket Launcher, or Z6 Riot Control Baton. If worst comes to worst and you want to really burst someone down then overwriting on FN is a solid play, especially when he is about to die. When FN inevitably dies your other troopers can pick up his redeploy and finish the job.

Strengths

  • High Damage
  • 28 points of health.
  • Strong synergy with most aggro red events/supports
  • Exactly 30 points! (doesn't it feel good?)
  • Good versus Imperial Inspection decks.
  • Flexible deck that can be played fast or slow.

Weaknesses

  • 1 way to win, aggro or nothing.
  • Faces some troubles vs other aggro decks.
  • You will be milling yourself due to overwriting

MUST HAVE CARDS

There are a couple of cards that are invaluable in this deck. Battle Formation is without a doubt one of them. With the ability to reroll at max 3 and immediately resolve it's outcome, you can really dish out some decent or even jaw dropping damage. Ideal for mid and late game.

With FN-2199 - Loyal Trooper you are gonna need weapons. Your going to need a certain amount of weapons though, depending on whether you ditch cards for free dice rolls and resolves with FN or keep each weapon's value by kitting out all your troopers. Either way Z6 Riot Control Baton is a must keep especially for it's redeploy.

Suppression is an amazing new cards that shines in this deck because of the almost excess amount of ranged sides. Rolled a 1 on your death trooper while your opponent rolled a special or 3? I think someone said VALUE!

Tactical Mastery Was good in Awakenings and is still good in SOR.

QUESTIONABLE CARDS.

Drudge Work, Logistics, and Aftermath are all solid cards that have their own reasons to be included in this deck. Drudge work is a solid choice and gives the most value and least amount of work to get a . Logistics gives you the most 's, but you will only have 2 sides with a symbol on your character cards. Aftermath is the most reliable and synergistic of the three since it procs when both your enemy dies and when your own characters die.

Since 's are a hard thing to come by choosing whether to include or exclude Endless Ranks becomes a tough question to answer. While it is a strong card late game, it may never see play do to it's cost. When it hits though it hits hard, giving you an extra 7 or 10 health that your enemy has to chew through. In the end it's a good one of, especially since there are plenty of other great one shot cards.

Wingman and Training are great cards that aren't a "must-have". If you had to choose one, then Wingman is definitely the better choice because of it's speed and cheapness. You really don't want to train the FO trooper since his are not amazing. The Death trooper is an ok choice, but I would rather have a 2 cost upgrade with redeploy than a dice with maximum 2 .

Squad Tactics, while fast, doesn't trigger with FN and is arguably only valuable when activating 3-4 characters. Even worse, most of the early game is spent upgrading and cheesing FN's ability and only a small amount of upgrades will be played on the other troopers thus making it unplayable early.

The DT-29 Heavy Blaster Pistol is a solid card but is a hard card for me to recommend. It's damage (modified and not) compared to the F-11D Rifle is not only higher but more reliable. In the end it comes down to it's special and shield side. Special side removal is sparse and F-11D's effect will always be used compared to the specific effect of DT-29.

Dug in and Lockdown are two cards that synergize well together but deck space is limited. I would recommend Dug in as a one of since it has an immediate value and if you play your cards right, claiming the battlefield first is easy.

Imperial War Machine is a card that has a place, but is not consistent enough to be an auto include. If you were to switch out a card for Lockdown or Dug in, this would one of them.

Good luck with this deck and let me know what you think in the comments!

2 个回复

mightypants 1

I've been working on a similar deck, that's been successful thus far (just casual games, no tourneys). I haven't tried with Imperial Armory - Death Star yet, but I've done Secret Facility - Scarif and Starship Graveyard - Jakku. Secret facility is out; useful late game but not as much early on. Graveyard has been awesome. It offsets the increased risk of milling well, and I've generally not worried about drawing additional upgrades because there's usually a couple in my discard pile. I think I rolled the same blaster rifle in using FN's special 4 times last game. It also makes it a little easier to roll in and replace weapons you would otherwise want to keep in play; for example, you could replace the riot baton, and get it back in play a round or two later when FN is close to dead.

The Armory's usefulness is obvious, so I wonder how the two compare. I'll have to try it some time. I suspect I'd much rather have the Graveyard against any mill deck, but otherwise it could be close.

Kendomo 66

@mightypants Armory is something I just put in and am still not sold on. Starship Graveyard - Jakku is certainly a viable choice. I don't see myself claiming too much so far so maybe the battlefield should be neutral or even just wait for the next expansion to see.