Bae Rey Thermal Loop w/guide

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Bae Rey Thermal Loop w/guide V2 4 4 4 2.0

RxDevera 38

Well, here you have it. The new hyperloop combo. Empire at War's first negative play experience. Running Interference is the card that makes this deck happen and it causes an unbeatable loop that guarantees a win.

So what is the combo? Well there are multiple ways of pulling off and doesn't require Rey - Force Prodigy and Sabine Wren - Explosives Expert together to do it, however I find them to be the most effective. The basic loop is to have a board state of 2x Running Interference and Fast Hands on Sabine. Because this is a Rey action cheat deck, we are going to assume that we have control of the battlefield. So first turn of the round, you play an ambush on Rey to get two actions, which leads to exhausting an RI (so your opponent cannot play a card next turn). Your first acton, you activate Sabine, and exhaust another RI (so your opponent cannot activate next turn), roll out and resolve your die with fast hands (it does not matter what it is resolve it if you can). Your second action is to claim, always claim!!!!!!! Do not pass, do not reroll, do not play a card. You must claim. Assuming your opponent has no action cards (we will go into detail later) then the only option for your opponent is to pass ( due to RI blocking both available actions). So the round ends. Well, because we have Starship Graveyard - Jakku, another ambush weapon goes to the top of the deck, the next rounds begins and we repeat the sequence. Once the loop starts, it is impossible for your opponent to play, it might take several rounds to fast hands out damage, but you will slowly beat your opponent without them playing a card.

Explanations:

Sabine vs Han: It's a tough call. Han is more durable, and will likely win the battlefield. However, Han cannot perform this combination by himself. Rey must be alive for this to work. Sabine can do this by herself either by having thermal paint in the discard pile and infamous as a support, or with fast hands and having an ambush weapon in the discard pile. Using her ability, you play a weapon before she is activated from your discard pile, if it has ambush, you do gain that extra action so you can use it for claiming. Playing the upgrade can exhaust RI, and activating sabine exhausts the other RI.

You can also accomplish this with Thermal Paint and Infamous without needing fast hands. Infamous gives Thermal paint ambush so you still get the extra action. That is why I prefer running Sabine over Han.

Starship graveyard vs Docking Bay - Finalizer: this is a tough call. Docking bay makes it easier to get out the supports, however starship graveyard allows for Rey to accomplish the loop (by having thermal paint on rey and looping ambush weapons on her, it guarantees 1 damage per turn)

Rend, Disarm, Sabotage: These help get rid of action cards such as Luke's Protection, ancient lightsaber, backup Muscle, etc...

What about Hunker Down? This is the bane of existence for this deck, you must destroy it with Vibroknife, if your opponent can use a card action, this deck does not work. All hunker downs must be destroyed.

The rest of these cards are about surviving, pick and choose your preference. I'm not sure this is fully optomized just yet, so suggestions are welcome! Good luck to everyone, you will probably not have any friends after playing this, as it is NPE to the max.

By the way, if you win the roll off and start with RI, RI, and 3x 2 cost ambush weapons, you automatically win the game.

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