Carrion Spike - Tarkin Initiative Freshman Internship

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Bpraleigh 117

Indirect damage deck. Tarkin - Grand Moff & Doctor Aphra - Artifact Hunter bring big dice and pair perfectly points-wise. I went with Docking Bay - Finalizer; with all of the supports in deck, you can either bring them back if your oponent discards one or you can discard them yourself to reroll and use your discard pile like an extended hand.

Upgrades- Fragmentation Grenades are a natural fit, so I grab a pair. Also a pair of Hunting Rifles- cheap, effective, and good sides to power action. Blackmail is such a great card, either free resources or a great die that can be power actioned if they empty their hand or go broke before you can resolve. Ascension Gun has 2 sides, a , a pay for (to Power Action) & the special lets you docking bay if you lost the roll- all good. Bartering is cheap and has great sides for power action.

Supports- We start with a pair of yellow ships, Slave I & Ark Angel. The Boba Starter Slave I is super good: a respectable die, decent cost, and that power action full is blown amazing. Seriously, if it were an event card it would be worth 1-2 resources, you get to do it every turn for free. Ark Angel has another good die and actually gets some speed in the deck. Up next, I bring Probe Droids; they are basically free dice with great sides to power action. BT-1 for 1 resource with Aphra is a steal; he has a die better than some characters, albeit with a 1 cost that also triggers Chelli's draw ability. I also grabbed a First Order TIE Fighter, shields really mitigate so eliminating them is great.

Events- I brought Crackdown & Well-Connected for resource generation, Truce is maybe a better card, but has burned me a few times. I have a whole bunch of dice mitigation cards, yellow is great for that. Partnership & Targeting Computer help the droids and ships do what they wanna do. Relentless Pursuit and a few direct damage dice should be able to scalpel out a single target quickly. Bombing Run makes your Probe Droids or Tie Fighter nearly a sure thing.

You want to get dice out turn 1, either upgrades or supports. Slave I is a game changer, so is the Ark Angel. You need to watch your speed, play mitigation events early and you can resolve dice later. If you get docking bay, you will be better off leaving dice unresolved if it means you can claim, just make sure you Tarkin power action first. 5 a turn is a minimum goal, and this should really mitigate shields and force opponents into hard choices.

You really need some kind of Power Action tokens, failing to Power Action even once is always a misplay.

Close cuts: Relby-V10 Mortar Gun would be nice for 3 & 4 wide decks. Lead by Example could add great efficiency but those blue sides make it miss the cut.

The deck is named after Wilhuff's personal starship, and is slightly anachronistic as Chelli was not a doctor (afaik) until after the Deathstar project had begun.

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