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Derivado de | ||||
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Empty Dice at Empty Tables | 71 | 57 | 25 | 2.0 |
Inspiración para | ||||
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...Singing the Songs of Angry Men | 4 | 3 | 4 | 2.0 |
Dave Sharona 601
This list is derived from my "Empty Dice at Empty Tables" Kylo/Vader build. The difference is this: CONSISTENCY.
So you still roll blanks? That's ok. So do I.
But worse....do you PULL BLANKS? My issue with Kylo Ren - Vader's Disciple was always that at least one of his specials I would pull a Zero Cost Card and it would be a complete waste of my time. Captain Phasma gives you access to momentum-generating cards like Tactical Mastery while also having a MUCH more consistent die as well as a special side that does a guaranteed 2 damage.
And if, by some miracle you roll four perfect zeroes, this team can pump out twelve damage. Turn one. With no upgrades, and no reactivation shenanigans.
The point of this deck is free upgrades, so that you have money for Darth Vader - Dark Apprentice sides, New Orders when you (like me) roll terribly for initiative, or even better want the shields on Vader, and extra money for Lightsaber Throws and to pay for force powers if you somehow whiff in Holocron Town.
Depending on how play testing goes, I might bring back Rise Again...again. Lord knows I love the healing and free upgrades! Also considering dropping two force powers for something like Rejuvenate, but time will tell.
Anyway, leave a comment! Make a suggestion! Play Destiny!
16 comentarios |
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Was the twelve damage thing a joke, or am I missing something? |
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The Best Defense... is seriously one of the best removal cards in the game, so it's worth taking a look at for sure, but there's a suite of 8 removal cards in here as it is, all of which are on the "pretty darn effective" side. If I added TBD, I'd most likely want to remove overconfidence. I could see going down to one New Orders and possibly losing one Lightsaber Throw for a pair of No Mercy, losing the Overconfidence for The Best Defense... but it's going to need more testing either way. |
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What is the strategy if you don't find Holocron early or are up against a deck that can easily discard Holocron? Basically, what do you do if you can't follow through on "The point of this deck is free upgrades", other than Force Speed? Do you just lean into the character dice and chuck the Holocron dependent cards for re-rolls while using the resources you get on control events and Vader's pay side? |
So far, the upgrades are NOT the bulk of the damage here. So even if they don't work, save the money for removal and Vader pay sides and chuck Holocron mats to re-roll. I've only had a handful of games so far, but that has been working |
Maybe consider dropping 2 blue upgrades for something like Enrage. Still 2 force abilities per Holocron, with more resources to get them out without Holocron or to pay for Holocron roll in and also gain some ability to dodge disrupt shutting down your control and pay sides. |
Oh, sorry. By "perfect zeroes" you meant Special sides, you were talking about rolling blanks earlier so I thought zero meant the bad side what does nothing. |
Also might pull the Datapads for something more utility like Imperial Discipline, but haven't gotten there yet. |
Would you consider Force Lightning in this deck instead of one of the other force powers? If so which, and if not, why not? |
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I have a very similar build but chose Force Lightning over Mind Probe. Either card is only ever going to get played with a Holocron, and the synergy of the ranged side, plus the ability to remove dice is a big pull. |
If money is tight in this deck, try playing "Mobilize". The idea is that on rounds where you end the turn on one resource, it is your first play of the subsequent round. |
Interesting choice,
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As you will note, I've scrubbed a few "blanks package" cards in the name of consistency!