|Simulador de robo|
Probabilidades: 0% – 0% más
|Store champ. Winning First Order Guavs||4||2||3||1.0|
|Flight School (18 Person Store Tournament Winner 4/0)||0||0||1||2.0|
Just to start with, no, this isn't some comprehensive store champs guide, just documented ramblings on my attempt to take a recent store champ winning deck, that the creator stated was a jumbled mess, and refine it.
I like this deck because it's different. It's not rapid beat your face in Poe/Maz or Emokids and it uses an underutilized area of the game, supports.
Now between adding yellow for a better removal colour and the 32 - 46 health pool this list should be tanky as all get out. The idea is that this durability from health and removal should buy us the time to get our resources and supports rolling.
Speaking of resouces between the symbols showing on our characters, Aftermath, Imperial Discipline, Datapad and Supply Line we have a wookie's buttload of resource gain in the deck, facilitating those high cost Endless Ranks, Slave I and AT-ST.
A few cards I'm still making my mind up over;
Imperial Inspection: A card with 2 resource sides but also the ability to guarantee a side I need (resource side) by removing it if it rolls poorly, or a guaranteed damage side if I need to finish someone off. There was 2 of these in here but I subbed one out for Supply Line.
Supply Line: Just a good and cheap resource generator to get out early if possible, almost hard mulligan worthy maybe? As stated I swapped out an Imperial Discipline for this, meaning less consistency for more resource sides in general.
Datapad: This should be fairly easy to understand, just a cheap resource generator to get out and roll in as many times a turn as possible. I would likely throw these on Guavian Enforcer as between enemy damage, The Best Defense... and being the holders of Imperial Discipline your First Order Stormtrooper is going to die fast.
Removal: The other option is to drop both the Imperial Discipline and the Supply Line for another set of removal or mitigation. My thoughts are maybe Scramble, Doubt or One-Quarter Portion. I'm worries this might leave me a little short on resources, and this deck already has some of the best removal in the game so it's something I'm going to have to test.
Have I missed anything? Does this have any ability to compete? Should I git gud?