Rainbow-Claim!

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

bcvn90 13

Disclaimer: This deck has not been played in a tournament setting, but has proven to have a very strong play against the decks currently described as “meta”. Having played around 40-50 games with this deck with a strong winning rate, I felt the time was right to share it. Here goes…

Deck type: At its’ very core – the deck is an action-cheating-quick-claiming deck. This description usually equals an agro archetype – but this is not the case with this deck. Instead, the deck pings away, dealing 4-7 damage a turn while controlling the opponents dice when necessary. It’s alpha and omega for the deck to maintain control of the battlefield throughout the game. Both the decks offensive and defensive gameplay is based 100 % on controlling the battlefield.

Character setup and battlefield: The character setup of the deck is based on resolving your dice as quick as possible. Kanan and Maz are for obvious reasons excellent characters towards this strategy. The interactions between Maz and Kanans dice are manifold and can be tricky (especially is a Force Speed is in the mix as well) – and takes some practice to master. Snap usually isn’t rolled out unless you sense a possible claim from your opponent. Without any resources, Snap can efficiently hinder that claim. Since you claim 80% of the time, being able to control damage and dealing extra-damage through Main Plaza is really, really strong.

Upgrades: The first iterations of this deck was very low on upgrades. After some testing, I got to the conclusion that some efficient upgrades are needed in order to maintain some pressure on the opponent (again – dealing damage in the 4-7 range a turn). Often, Kanan becomes your opponents target of choice (especially with a Force Speed online). In that case, a Maz equipped with an DL-44 quickly makes them change their minds, as she can quite consistently pull of a 3-damage side by simply activating her. Holdout and Nightsniper serves as preliminary upgrade usually played on Maz, but will often get overwritten for DL-44’s.

Supports: This deck wouldn’t be anything without the supports. The whole point of the decks is to claim each and every turn, which makes Planetary Uprising and Drop Zone very efficient cards. Getting these out has priority to anything else in this deck – and both should be hard-mulliganed for. Running Interference increases the chance for you to claim the battlefield, but is not essential to the strategy in the same way as the two other supports.

Events: The event package of this deck is quite obvious. Since you control the battlefield a lot, Dug In and Defensive Position are no-brainers. Riposte is an excellent surprise damage from hand card, and you can often pull it off with both Dug In and Caution in the deck. Dice mitigation choices are optional, and can be adapted to any meta – my choices are a reflection of my meta and my general preference.

An example of gameplay: In general (this is of course subject to the matchup), you want to activate either Maz (especially with a DL-44) or Kanan (especially with Force Speed) as the first actions. More often than not, you will have most of the relevant dice resolved – possibly having dealt 3-5 damage. Now, your plan for the turn switches to a more defensive approach, where you must negate as much incoming damage as possible (mostly through your events). At this point, you must be very aware of your opponents’ approach. If you sense he might claim (perhaps instead of rerolling 2-3 sub-par dice), don’t be afraid to claim. More often than not, the possible 3-4 damage he might pull off after you have claimed can be pseudo-negated though Dug In or Caution the next turn. Often, you possibly want to play Planetary Uprising or Drop Zone the action before you claim – while you are sure your opponent still has a lot of reason NOT to claim. Often, a mid-to late game claim equals at least 4 damage on average: Planetary Uprising, Drop Zone and Main Plaza will ping away towards your glorious victory. It’s a tricky deck, that required a lot of practice (and focus in-game) to master. Good luck and enjoy!

/Bjørn

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