Sabine/Ezra - Legacies with notes

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Sabine/Ezra - Legacies with notes 1 1 1 2.0
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King 45

Card Thoughts:

I'm currently trying out Infamous over Running Interference as it has more blowout potential with Never Tell Me The Odds at the cost of less consistent impact across rounds. EDIT: After a lot of reps on TTS I'm switching back to Running Interference. This card can stop special chaining and activating key characters where Infamous could be dead a whole round. OTK potential is lost, but with Running Interference and Friends in Low Places the setup can still happen.

With Aayla Secura - Jedi General, Poe Dameron - More Than A Pilot, and other non-card-action mitigation I feel like it has been more useful.

On TTS the decks I've played against have been slower and have had more dice so I've been trying out Easy Pickings as a 2:1 mitigation and have been really liking it.. Hasty Exit exit is also 0 cost mitigation that is easy to qualify due to how fast this deck normally claims.

With all the shields Hidden Blaster is a natural include especially due to the ability to cycle it with Sabine Wren - Explosives Expert's ability.

Jetpack is another 1 of test card to try against some of the big damage sides I see against cards like Obi-Wan Kenobi's Lightsaber and Maul - Vengeful One.

I've tried Quick Draw but it felt like a win-more card. Also tried Entangle but the cost never seemed worth it.

Gameplay:

This deck has been around a while so I won't go into too much detail on the basics. The main blowout play you should be focusing on is getting an activation on Sabine with a couple weapons and using Running Interference/Friends in Low Places+Never Tell Me The Odds.

Managing resources is very important in this deck. You always need to be thinking about the next round and the cost to use Sabine's ability and Hyperspace Jump, Never Tell Me The Odds, or Second Chance

Graveyard management is also important. Its almost always better to discard to reroll 0 to get a weapon in the graveyard so you can activate Sabine and get the ambush action to resolve dice and prevent mitigation. This is where Smuggling can also be useful as a first turn play.

I'll be updating this list as I continue to play it on TTS. Look forward to seeing you all out there!

Changelog: 2018-01-30

There were many turns where I wouldn't activate Infamous or drawing 2 would be a dead card. With switching back to Running Interference there is less blowout potential with Never Tell Me The Odds but with Friends in Low Places it can still be setup fairly easily. -2 infamous +2 running interference

I'm constantly adjusting the removal package as yellow got some great cards. Removing Sound The Alarm as a reroll can be great on multiple dice but its always better to remove them if you can. I love free removal but having 2 Hasty Exit could be a dead card sometimes. I'm still leaving 1 in because free damage removal for 0 is hard to come by. -1 Electroshock +1 Entangle

-1 Hasty Exit -2 Sound The Alarm +1 Loth-Cat and Mouse

Vandalize is the latest edition. I have started playing this card and it has been really amazing and flexible. This card acts as upgrade/support removal and also as mitigation. I've been almost always rolling out Ezra first, and if you have vandalize you have the opportunity to remove a 2 cost upgrade or support right away. This card will be a 2 of in every yellow deck. +2 Vandalize

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