Snookiee - Guerrilla Warfare

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Ispirato da
Nessuno. Solo deck creati personalmente qui.
Ispiratore di
Snookiee - Guerrilla Warfare 1 0 1 2.0

oldredhat 8

The theme of this deck is to control the battlefield with Temmin "Snap" Wexley - Recon Specialist's ability, disrupting your opponents resources to prevent them from claiming or playing their important upgrades and events, and pressuring them with both consistent Melee damage from the Wookiee Warriors and direct damage from Planetary Uprising and Drop Zone.

Resource disruption should be your first priority! Snap's die both have a 1/3 shot of rolling disrupt, so you always want to make sure and roll him first and leave his die as long as possible. To aid with disruption I've included Energy Slingshot, which is a sneaky good card! Between either Snap's character die or slingshot you should consistently be rolling those disrupt sides, and will have a good chance of claiming the battlefield every round. Hit and Run is included as a way to roll out Snap and resolve disrupt before the opponent can react. Logistics will keep you ahead in the resource battle, and makes sure that you have capital to play higher cost cards like planetary uprising or Rocket Launcher.

Your second priority is keeping Snap alive. To that end I've included the very powerful Impersonate which allows you to move damage around as you please. Because Wookiees have an abundance of health, this plays almost like a second chance on steroids for Snap. Field Medic is also a boon, but has a smaller swing, so you should try to use this BEFORE Snap is in danger. Second Chance and Life Debt could also work in this deck, but I felt they weren't as great at keeping Snap in the game.

Running Interference is the sleeper star of EAW, this card is very powerful, and in a slower deck like this one it allows you to keep the tempo of the game to something manageable. You should get these out early and use them often. Rend is another card that messes with your opponent's game plan. Nearly every viable deck in the meta will be running a zero cost upgrade or support, so this will only very rarely be a dead card.

You're running a hefty spread of removal: Defensive Position, Flank, Loth-Cat and Mouse. I'd have liked to include others like Electroshock, but I was running out of room, and I think electroshock feels really limited. Others like Dodge, etc would be useful but ran a little resource heavy. I'm not as big a fan of 're-roll mitigation', but you have options like Sound The Alarm which would offer lower cost control.

I included C-3PO as another way of including disrupt, being able to resolve any die as disrupt is a very powerful ability and will often surprise your opponent. Chopper adds another disrupt side, and gives you a couple of black melee sides if all you have showing is modifiers. Planned Explosion is a trump card to give you a surprise win condition if things go south and you roll poorly. BD-1 Cutter Vibro-AX gives you some teeth against shield happy lists, but you may find better mileage with Vibroknife. Finally Rocket Launcher gives you a strong late game option to close out games!

Let me know what you think! I'd love to hear of any variations you're running or anything you've added!

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