Control Your Anger

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

chinovalley 322

Control Your Anger--if all goes according to plan, this is exactly what the opponent will need to do as you suppress their resources, take cards out of their hand and use their own dice against them while bombarding with autocannons, frag grenades, TIE fighters and ground battalions.

The idea with this deck is to build towards a Control-It Will All Be Mine combo that can be a game-ender when it goes off. This generally can happen on turn 3 or 4, though game state (such as card draw where you don't get one of the combo cards in the first few turns, or you might get it on turn 1 or 2 and still be able to do it) can affect that.

The first couple turns are generally used to suppress the opponent via Abandon All Hope/Occupation/Probe/Thrawn ability and ramp up the upgrades/supports. Through suppression and mitigation you can generally win games without using the full combo, though a Control-Feel Your Anger play or a Force Push special into It Will All Be Mine are still quite strong 'mini-combos'.

Port District as the battlefield gives many of your cards ambush--though remember you have to spend 3 or more resources, after discounts (if any), for Port District to trigger. Snoke power action with Thrawn's 2 resource side provides plenty of resources to play the bigger cards. When the combo is queued up you need 7 resources to pull it off and you also want to have your dice in the pool so you can play Control (with Port District ambush or after Force Speed special) to change all opponent dice to blanks and all of your dice to optimal sides, followed by It Will All Be Mine to use all the opponent's dice as your own, on their best sides--and then, if you have another action (which you will if Port District is on your side) you can resolve your own dice. I've had games where that was an instant showstopper, the combined damage from my dice and their dice onto opponent characters was enough to win or to bury the match so hard that the opponent scooped.

It takes patience and timing but generally the deck is consistent (Snoke/Thrawn both have a 1f and 2f side), puts out good damage on its own, and frustrates the opponent through suppression and manipulation.

I also have a holocron version of this deck that uses more force powers, but the blue/red ratio was not good. Kylo decks are tough opponents unless you have a good color balance or lots of shields.

Appreciate any thoughts/feedback, hope you enjoy the deck.

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