TROOPERS 4 LYFE (Phasma Edition)

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

Kendomo 66

This deck is derived from my original "Troopers 4 Lyfe" deck. Since the errata, FN's ability to push damage if he is getting targeted is no longer an option. The deck's pace is slower and more like other decks but has amazing card synergy. This is a newer version with Phasma at the forefront but with all the same card synergies.

There's nothing like getting your crew together and killing some rebel scum.

In Awakenings, blue was really the only viable mono color deck someone could create. In SOR, each color really became fleshed out with red getting some amazing cards. This might not be top tier but is very solid and highly flexible depending on if you want to play it fast or slow.

Play-style: Play as many redeploy weapons as possible, and by the end of the first round you should be able to figure out who your opponent isn't targeting. Upgrade whoever they are targeting with redeploy upgrades and whoever isn't with non-redeploy. During your second/third round you are looking to pull of the tactical mastery, lockdown (if you don't have the BF), we have the now, resolve, combo. This combo requires the 2 (possibly 3) cards and 3 resources, but will do some major damage and swing the game in your favor. If you don't have the combo at this round, then just keep doing as much damage as possible and as much damage control on yourself as possible.

Strengths

  • High Damage
  • 25 points of health.
  • Strong synergy with most aggro red events/supports
  • Exactly 30 points! (doesn't it feel good?)
  • Good versus Imperial Inspection decks.
  • Flexible deck that can be played fast or slow.
  • Tie pilot is annoying

Weaknesses

  • 1 way to win, damage or nothing.
  • Not as fast as other decks.
  • Resources are tight.

MUST HAVE CARDS

There are a couple of cards that are invaluable in this deck. Battle Formation is without a doubt one of them. With the ability to reroll at max 3 and immediately resolve it's outcome, you can really dish out some decent or even jaw dropping damage. Ideal for mid and late game.

Tactical Mastery Was good in Awakenings and is still good in SOR.

QUESTIONABLE CARDS.

Drudge Work, Logistics, and Aftermath are all solid cards that have their own reasons to be included in this deck. Drudge work is also a solid choice and gives the most value and least amount of work to get a . Logistics gives you the most 's, but you will only have 2 sides with a symbol on your character cards. Aftermath is the most reliable and synergistic of the three since it procs when both your enemy dies and when your own characters die.

Since 's are a hard thing to come by choosing whether to include or exclude Endless Ranks becomes a tough question to answer. While it is a strong card late game, it may never see play do to it's cost. When it hits though it hits hard, giving you an extra life that your opponent has to chew through.

Wingman and Training are great cards that aren't a "must-have". If you had to choose one, then Wingman is definitely the better choice because of it's speed and cheapness. You really don't want to train the FO trooper or the pilot since their are not amazing.

Squad Tactics, while fast, doesn't trigger with Phasma and is arguably only valuable when activating 3-4 characters.

The DT-29 Heavy Blaster Pistol is a solid card but is a hard card for me to recommend. It's damage (modified and not) compared to the F-11D Rifle is not only higher but more reliable. In the end it comes down to it's special and shield side. Special side removal is sparse and F-11D's effect will always be used compared to the specific effect of DT-29.

T-7 Ion Disruptor Rifle Is EXPENSIVE, but amazing. It's ability to pump your mediocre damage into possibly great damage is invaluable. i highly recommend at least 1 in your deck.

Good luck with this deck and let me know what you think in the comments!

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