Anything You Can Claim, I Can Claim Better (RRG 1.5 Current)

Simulador de robo
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Derivado de
Anything You Can Claim, I Can Claim Better 5 3 3 3.0
Inspiración para
Ninguno todavía.

Dave Sharona 601

WELCOME TO THE REAL WORLD!

So, I've been playing this pair since I picked up Destiny. I love the idea of massive control, and aside from the occasional Negative Play Experience, usually this deck makes for longer-than-normal nail-biter games where it goes down to the last minute and one of us wins by the skin of our teeth.

So, you know, like FUN!

We got a couple beautiful gifts in X-8 Night Sniper and Drop Zone for this deck list, thanks to Empire at War (as well as a potential Sound The Alarm include. I didn't see it at first, but that card is for real solid gold and an argument could be made for it to be an auto include in everything. If I were to add it, I might lose New Orders (even though it's great) and a single copy of Friends in Low Places)

Design choices are obvious:

Ambush weapons because ambush and weapons, Planetary Uprising and Drop Zone because you control the battlefield.

Dug in and Hold On! because once you've choked your opponent a turn or more, they WILL start firing at Snap, and he needs the help

Infamous because the more Ambush you have, the longer you will live. That being said, with 1/3 of the deck already having ambush, I always go back and forth on whether or not to swap this with C-3PO. I LOVE 3PO because he's never wasted, ever. Infamous can often be wasted. Perhaps we drop New Orders for 3PO.

Carbon-freezing Chamber - Bespin is a very very very important part of the deck design! You have a tendency to win roll-off quite a bit with this deck, thanks to the biggish dice, which is wonderful, but if you don't, New Orders is there to make sure that the opponent pays next round by losing an ADDITIONAL die. That's a lot of commas.

This deck will have a harder time against consistent midrange builds with lots of dice. It eats big die characters for breakfast. As long as you can get the choke train rolling, you're in good shape.

So, how do you play?

If you see New Orders in your first hand, keep it. You really want your battlefield, and extra shields don't hurt either. If not, that's ok, you've got plenty of tricks to work with.

Ideal first hand:

X-8 Night Sniper, Drop ZoneFast HandsLoth-Cat and Mouse or Negotiate, Hit and Run

A near perfect first turn is to drop an X-8 Sniper Rifle on Han, Play Hit & Run to roll out Snap, roll a 2 disrupt on Snap and kill your opponent's resources. Next action, play Fast hands on Han, then roll out Han. Pray for damage or money (ending turn one with 2 resources is very very good) make sure to keep a Snap die in the pool and disrupt with X-8 or Han if they grab more, resolve what you can.

Don't be afraid to leave even a valuable Han die in the pool if your enemy has the resources to claim. You need the claim for Drop Zone, initiative, and Carbon Freezing Chamber. You are playing the long game. 2-4 damage turns are ok if you took zero damage.

Have fun, and don't forget to bring snacks

4 comentarios

Brandonious 222

Do you need the speed from Fast Hands and Infamous? Infamous I can understand for shields, but as you said in your write up, 3PO could be a better option. Fast Hands is something I've gone back and forth with on my Han/Snap build.

One of my favorite pairings because they are just so random together, but they do great things for the control game play.

Cool, build!

xdavisx 1

No love for Field Medic? Do you prefer the extra removal in the form of Negotiate? I played a lot of this deck during the summer and always found Holdout Blaster to be a little underwhelming, even more so now that we have access to X-8 Night Sniper.

Dave Sharona 601

@xdavisx Field medic is great! I've just had to be really careful with what to include and what to not include. At this point, the conversation is "Field medic or removal" and since they just about fill the same role, I'm going for removal. As shields are easy.

And Holdout Blaster has Redeploy. That's anything but underwhelming

Dave Sharona 601

@Brandonious sorry I missed your comment!

Yes, especially after Snap goes down, the 2 disrupt side on Han can be devastating to fast hands, of course the 3/$1 or one of the natural 3 sides on his DL-44 is even better. I find dice saturation is a problem with this deck which means that as much as it is mitigating, it is also getting mitigated, so making sure to get one of Han's damage dice through before an opponent can react could be crucial.

It's the difference between roll - Fast hands damage, claim next action for the kill and roll...mitigate...reroll...hope for damage...possibly miss the claim and the game goes on.