Aurra-Tik

Simulatore di pescata
Probabilità: 0% – 0% di più
Ispirato da
Mono Yellow Aurra 8 6 4 1.0
Ispiratore di
Aurra-Tik 2 1 2 2.0

jarvdawg 58

Been playtesting this Mono Yellow Aurra deck from The Hyperloops with my own additions. This is a powerful combo that on round 1 with a Holdout Blaster can do 12 damage (which I have done and it feels great lol). Since I'm using Docking Bay - Finalizer, I decided to cut a few cards to include more supports. These are my first cards that I'll discard to power up Aurra Sing - Deadly Shot, and claiming to play a free Backup Muscle is great. I feel that Salvage Stand is a powerful card in this deck as I always seem to be rolling money. I'm using Salvage Stand as a way of mitigating damage by choking resources to pay for damaging upgrades.

Opening hand I like to keep Holdout, Fast Hands and if I have my battlefield I try and keep a support or two for a good power-up-discard. By the time you get to mid game, you want to have a board that allows you to Fight Dirty and Armed to the Teeth for maximum sideways damage. Since this deck is fairly squishy, a lot of times I can't afford to reroll and allow my opponent to take more actions. I'd rather Fight Dirty and get guaranteed damage off of bad die sides, then AttT my die-less upgrades for a kill and get Bala-Tik - Gang Leader reactivated. The name of the game is consistent damage, I believe this deck in it's current form needs to deal as much damage as possible with as little actions as possible to keep advantage.

Some of the key cards: Bait and Switch makes me feel like Bala and Aurra have another damage side a piece. It's unfortunate that it doesn't work on Jetpackk, but overall it can turn a bad dice pool into some damage, or a good dice pool into a great one. Fight Dirty keeps the pressure on no matter what you roll. Friends in Low Places giving hidden information + many times a discard is great; it lets you know when you can get greedy with a reroll or two or if you need to do what you can and claim early.

I plan on bringing this deck in it's current form to store champs in a couple of weeks. The only things I am thinking of changing is maybe reducing the supports and including +1 Personal Shield/+2 Armor Plating. An 18 health deck of two major targets definitely puts this deck in "Glass Cannon" territory, so I'm wondering if more mitigation or damage reduction is the way to go.

1 commento

DJRAZZ 110

This is a hard call. I am playing the Jango version which is even one less dice. So I run two Personal Shield. I run Cheat to well, cheat. But it is not the same as having all the upgrades in the first place. I removed the very tempting Friends in Low Places. Yes it a good feeling to know that you may yank there favorite or only event, but it can be iffy. I wish I had room for Hunker Down as well. I guess my advise would be pick the two most important supports to you. Instead of worrying about Infamous and decided on Unpredictable for more mitigation.

-2 Infamous +2 Unpredictable. -2 Friends in Low Places +1 Armed to the Teeth +1 Personal Shield