All About Explosions

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Rhaplanca1001 1

My Sabine build, modified from my original one after seeing http://swdestinydb.com/decklist/view/13718/thermacade20thesplosiningwnotes-2.0 . I haven't playtested it yet, but the Sabine+Detonator+C-3PO interaction seemed like something worth expanding upon. Ideal loadout would be the Thermal Paints on Ackbar, and Sabine with Lead By Example, a Detonator and a gun.

Infamous is the last piece of the puzzle; with that, you can play Thermal Detonator, activate Sabine, activate C-3PO, and remove Threepio's die to set off the Detonator, all in one go without ever needing to worry about mitigation. Obviously the sticking point is having enough resources to keep doing that over and over, but if you can't afford it, then just overwrite your blaster with another one from discard pile to keep the Sabine train rolling.

All In is for if you roll Ackbar's focus side; roll in Sabine with an ambush weapon and play that for Profit.

Dug in is down to a one-of due to the prevalence of Vibroknife in my meta; may be removed altogether, YMMV.

Leadership and Logistics maybe could deserve to be 2-ofs.

Defiance seems like a better Field Medic with Sabine's dice, but maybe it would be better to swap it out, probably a personal-preference thing.

UPDATE: Dug in and one of the Thermal Paint dropped in favor of some Second Chances. This deck doesn't have much mitigation, so the extra survivability seems worthwhile, and the Paint is more a tertiary plan (Detonator combo > ambush weapon bonanza > make Ackbar a threat) than something I really want to be seeing a lot of.

Trying Field Medic instead of Defiance for a while after rolling poorly a few times.

Arguably I should drop All In and go to 2 of Leadership since that's more consistent value than living in hope of 2, but I'm sentimental.

As always, thoughts and suggestions appreciated!

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