Savage & Maul Find Some Sith Holocrons

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

SneakyReaper 16

So this is a simple super agro deck that is fun to play.

Given the 3 for 1 on both characters this deck can be short of resources and will need a way to generate additional resources to enable it to ramp.

Accordingly I have included 2x Sith Holocron and 2x It Binds All Things to increase the chance of enabling ramp. Also given this, there is a significant number of upgrades to be ramped onto the characters.

It should be noted that some of these are also doing duty as mitigation, notably Force Illusion, Chain Sickle. Force Focus, and Force Throw. I am a little unsure of the value of Chain Sickle, but it does also work with Dark Presence, and both characters have discard sides on their character dice, so this is can potentially work out well for an ongoing effect when you can get it (and it is cheap).

I have opted for some of the more mid cost ability upgrades as they combo'ed better with the characters and also allowed me to play them if I had two, or didn't hit the Sith Holocron or its special.

As to the mitigation, testing has indicated it is a bit lacking, but it is not intended as a control deck, and focuses on killing faster. I have opted for cheap or versatile mitigation which can also be used offensively. The rise again would be great blowout play but I think it is just too costly for this deck, and wonder about some cheaper selections.

Fear and dead men seems really good here. In this deck it is basically a card that gives 3 damage for 1 against a two character deck, and gravy against more.

As to ramping characters, I tend to see who my opponent is targeting. Sith Holocron allows you to upgrade Savage after Maul is dead, and combined with cunning overwriting seems fine if they are targeting Maul first. I also have tended to play upgrades on him early on the assumption that they will target Maul. Given his high health there is usually enough time to switch to upgrading Maul if they do target Savage but that also means Maul's ability remains relevant till the end which could severely hamper the opponent.

Other notes:

  • Savage's 50% black damage sides can make running modifiers more reliable.
  • Count Dooku's Solar Sailer adds something to the deck that it is lacking and I have Force Training in there for the resource generation.
  • Another Force Lift may be a sound call in the current vehicle heavy meta.
  • I am no the fence about Ancient Lightsaber and Force Speed and this deck. I think there is some trial to be had, but I am not sure what I would drop given the Holocron suite of upgrades.

Poor match-ups

  • This deck does not want to see Kylo Ren!
  • I had a very hard go of it against Yoda Leia Mill. But I suspect that is true of many decks.
  • Heavy control might be a bit annoying as there is not any action cheating going on, but attempting to get past that by ramping the characters.
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