The Imperial Machine

Simulatore di pescata
Probabilità: 0% – 0% di più
Ispirato da
Nessuno. Solo deck creati personalmente qui.
Ispiratore di
Non ancora.

nerfherder666 7

I've recently been having a lot of fun stepping outside of the meta and I think this is so far my favorite "non-meta" deck. So many fun things to do here!

Battlefield:

Carbon-freezing Chamber - Bespin. With the die sides on Unkar Plutt - Junk Dealer and the 2 Tie Pilot's, we have pretty good odds of winning the initial rollout. ALWAYS take your opponent's battlefield putting the shields on Unkar Plutt - Junk Dealer as he will 99% of the time be your opponents first target. Don't worry though...we really only need Unkar Plutt - Junk Dealer for the first couple turns and we're still gonna get to use the Carbon-freezing Chamber - Bespin ability with our Ascension Gun without the worry of having to claim!

Characters:

Unkar Plutt - Junk Dealer's ability is the star of the show for the first (and possibly second) round. With the high value dice on Tie Pilot, we should be able to get off at least 2-3 Unkar triggers on the first round. Always go for Unkar's ability unless 2 or more resources are rolled naturally. The goal in the first round is to have enough resources to drop a Quadjumper, AT-ST or Slave I by the end of the round. This has happened with this deck fairly consistently. The Tie Pilot's work some serious magic together as they protect each other and any other ranged sides in your pool, as long as they themselves are showing ranged damage.

Upgrades:

Ascension Gun gives us some base damage for our Tie Pilots as well as it's really sweet special which will allow us to lock one of our opponents dice down on the next turn with Carbon-freezing Chamber - Bespin.

Holdout Blaster because, duh.

Promotion might be one of the most underrated cards in this game. Focus, Shields, Resources and card draw! All for one resource!

Wingman is crucial and is a must keep if you see it in your opening hand. I can't say enough about how good this card is in this deck! In addition to speeding up our turn, it allows us to roll our Tie Pilot's out together and if we hit ranged damage on both of them...BOOM...they can't be removed, and neither can any ranged sides from our beefy supports like AT-ST and Slave I. Screw you, Deflect!

Supports:

AT-ST is our primary win condition and we definitely want one on the board by the end of turn 2. I always keep AT-ST if I see it in my opening hand.

Slave I is just flat out fun to play!

Quadjumper...RAMP! RAMP! RAMP! With the current spoilers for Empire at War, and Lucas saying that vehicles will have greater playability, expect to see this card A LOT more in the future.

Salvage Stand...oh, you wanted to spend your resources? Nah.

Imperial Inspection... I'm going back and forth on whether I like this card in this deck. Unfortunately, Unkar is our only die with Disrupt, but when it works it's just so good! Potentially will remove for another Disarm and maybe a Confiscation? Or maybe 2 Friends in Low Places. Thoughts?

Events:

Most of the events in this deck are pretty self explanatory. We've got some great removal with Electroshock, He Doesn't Like You, One-Quarter Portion and the real MVP in this category, The Best Defense.

Salvo on an AT-ST 5 is just brutal.

The two most important events in this deck are Friends in High Places and Endless Ranks. The die sides on our characters allow us to hit FIHP with some degree of consistency on turn 1. With a card like FIHP it is important to always be aware of what cards are already in your hand and discard pile. We are looking to hit an AT-ST, Slave I or Endless Ranks if one of the Tie Pilot's is already dead. Always keep FIHP if you see it in your opening hand. Ideally, I like to play one FIHP early in the game, and save one to potentially hit that Endless Ranks in the late game.

All in all, I'm having a lot of fun with this deck and winning a good amount of games! Not sure I would take this to a tournament and expect to win, but it's refreshing to try new strategies. This deck totally catches "meta-heads" off guard and a lot of players aren't really sure how to deal with what you're throwing at them. I'm always looking for ideas to improve...what are your thoughts?

2 commenti

JekPorkinsRed6 27

Interesting deck! Just a clarification, Tie Pilot's ability works whether or not you roll ranged damage, so once you roll them together, even if they both roll blanks, you can't remove ranged die.

nerfherder666 7

@JekPorkinsRed6 For sure! But the Tie Pilots only protect each other's die if they are both showing ranged damage and that's when they really shine in this deck!