Aurra Unchained / Tournament Winner / 14W - 7L

Simulatore di pescata
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Ispirato da
Aurra Unchained / Tournament Winner / 11W - 6L 0 0 0 7.0
Ispiratore di
Aurra Unchained - Make you my Slave 1 1 1 1.0
Aurra Unchained / Tournament Winner / High Win Rate 2 2 0 9.0

ordinaryjedi.ddu.network 834

Changes in v8.0 (I think, i've actually lost count)

Added in Ammo Belt x 2 and removed Personal Shield x 2. I feel i get more coverage using this with Armor Plating rather than paying the 2 resource for Personal Shield. Ideally I want to be loading Aurra up with Fast Hands, Armor Plating & Ammo Belt then replacing Ammo Belt with another Ammo Belt or Armor Plating once one of them has been removed.

Added in Outmaneuver x 1 more as a fall back if I come up a mill or disrupt deck that saps all my resources.

Added in Reversal x 1 again. This card is just too good. Took out 1 x Unpredictable to even out the dice removal.

Added in New Orders x 1. I have found that if someone decides to choose my battlefield over theirs, it screws me over so this is in here as a back up to switch the battlefield if its hurting me too much. Ideally I should be claiming first regardless but for those turns where you roll bad and you're down a character die, it might just save you.

Thats all for now.

Changes in v5.0

Removed Ace in the Hole x 2

Added Armor Plating x 2

Self explanatory.

Next version will probably try a Docking Bay - Finalizer and Slave I combo.

Another version will try adding Vibroknucklers in somehow and seeing if that helps.

Changes in v4.0

Removed 1 x Backup Muscle - found this drip damage slowed things down for me and would rather try and get an Infamous out on the board in round 2 to help speed things up and start claiming a couple of actions earlier.

Added 1 x Infamous - back up to x 2. See above.

Removed 2 x Reversal - I like this card however its to expensive for this deck. When it works, it works great but its few and far between and would rather rely on a lower cost dice removal option

Removed Relentless Pursuit x 2 - generally just chuck this card for a reroll. It would only work against a 3+ character deck.

Added 2 x One-Quarter Portion - to replace Reversal.

Added 2 x He Doesn't Like You - to replace Relentless Pursuit

On the Hunt is staying for now. I like it for shield and dice removal and can use it to pay for future upgrades.

Also, combo'ing Ascension Gun special with Carbon Freezing Chamber is amazeballs. Lock up a Palp or Poe die in the first round and knock out Maz and you're laughing!

Thats all for todays changes. Future changes I have on my mind are reducing Cheat and Ace in the Hole down to 1 each and adding in Armor Plating x 2 or maybe Cunning x 2 to trigger Ascension Gun special.

Store Championships are coming up in a few weeks so need to get this deck perfect.

Changes in v3.0

Added Carbon Freezing Chamber - aim is to lose the starting player roll, gain the two shields then leverage off ascension guns special ability for some dice removal.

Evened out Support - 1 x Backup Muscle and 1 x Infamous - Only ever need 1 x Infamous out and running more the 1 x Backup Muscle slowed me down with the claim of battlefield

Added back in "On the Hunt" - I severely missed this card tonight. Its special was great to help remove shields and remove a die for 1 resource cost. It has found a permanent place in this deck for me.

Added back in Reversal - I also severely missed this tonight and I had a tonne of resources i could've used it with.

Removed Thermal Detonator - as much as i liked the idea and it did theoretically work for me tonight, I had to chance it to make it work and even when it did, i didn't have the resource to resolve it. If i was to add it again, i would only play it on the condition that Infamous was in play so it could be resolved immediately prior to it being removed.

The key to this deck is literally getting Aurra to Sing as quickly as possible. Having 2 dice, she will be the obvious first target.

Hard mulligan for Fast Hands & Holdout Blaster. Play Fast Hands on Aurra and Holdout Blaster on Jango.

Start to load up Jango after this for back up when Aurra goes down. Make sure to load Aurra with Personal Shield as soon as its available. With any luck, you should be able to roll out between 6-8 damage in round 1. If possible, use any event cards to knock out your opponents character early in the 2nd round.

By round 3 or 4 you should be looking to use Fight Dirty & Armed to the Teeth to dish out the final damage you need. Don't be afraid to discard these cards early game as you can then use Cheat to bring them back.

Try and save 1 resource per round to help you out in rounds 3 & 4 for any last minute purchasing you might have to do.

Flexible cards are Relentless Pursuit and Infamous with possible inclusions of Back Up Muscle and He Doesn't Like You or 1/4 Portions. Battlefield could also be changed to something neutral like docking bay.

6 commenti

Crabshack101 70

So I played a very heavy mill choke deck today (Jabba eKrennic) with on of your previous build and I want able to pilot it very well. Any suggestions if your meta is heavy choke or rolling discard/disrupt and Imperial inspection. I sided in a Sabotage but still had trouble with mill.

ordinaryjedi.ddu.network 834

@Crabshack101 tbh I haven't tested this against a heavy mill deck. I would probably focus on getting Infamous and Outmaneuver out and playing as many ambush cards as possible so opponent has no cards to mill from your hand. Dice removal is probably imperative, so you can remove any discard dice. Also because you are probably going to be claiming faster against a mill deck, try and win the roll and choose carbon freezing, that way you can lock up a krennic or jabba die each turn. If he wins, try and get New Orders as fast as possible or mulligan for it and play it straight away.

Crabshack101 70

The painful cards were Imperial Inspection and Salvage Stand. Imperial Inspection would send all the upgrade cards back to my hand and then he would hit them with discard dice. On top of that he would combo Blackmail, resource dice, and Salvage Stand to take all my resources then hit me hard with a 3 discard sometimes after bouncing and upgrade.

ordinaryjedi.ddu.network 834

Hmmmmm. I would definitely just try and hit as hard as possible with Aurra and forgo resolving Jango to claim the battle field. If you can consistently hit 5-6 damage each round with Aurra before he gets a chance to disrupt and discard while claiming the battlefield and locking up one of his die in carbon freezing chamber, Imperial inspection then isn't a problem and neither a resources because you don't need them. I would probably just be rolling out hold out blaster for the ambush first turn and see if you're lucky enough to get some damage in.

See how that goes.

ordinaryjedi.ddu.network 834

Maybe adding ace in the hole back in to try and resolve die for extra damage would also work here. We don't have a lot of strong mill in our meta, Poe/Maz seem to be the flavour.

ordinaryjedi.ddu.network 834

So I just played against a mill choke deck. Strategy is just chip damage as quickly as possible with aurra and try and protect her as much as possible.