Wren and Stimpy

Simulador de robo
Probabilidades: 0% – 0% más
Derivado de
Wren and Stimpy 18 16 19 1.0
Inspiración para
Sabine and ePoe 0 0 0 1.0
Wren and Stimpy 7 5 3 3.0

CodeBreaker (Mat Cousineau@Chance Cube) 1336

updated version post errata!

This version is slightly less concerned about looping second chances and more focused on building up Poe for the late game. Also has a great mix of colours so isn't too affraid of Kylo2.

You should almost always roll out Poe before Sabine, get his dice out there first, dmg is always nice to see but what you're often looking for is the double focus or special to fix any of Sabine's dice if need be.

Once you get 2 ambush weapons out(one in discard and one on sabine) the idea is to start building Poe up with upgrades, even just one 2 cost blaster does the trick and ideally if/when Sabine dies Poe gets a redeploy or two.

Ideally you get a Poe's blaster or Night Sniper on Poe and keep the holdout blasters to put onto sabine from hand or discard pile on the last turn you expect her to live.

Where this deck really struggles is when playing against the shield heavy decks so I'm trying out drop zone/main plaza to see if that can penetrate shields and finish off characters in the late game. With 2x hit and run and sabine's ability, its one of the faster decks and should claim more often than not.

Be advised, Main Plaza is not for the feint of heart! You have to be hyper aware all the time of how much damage is on the card and whether or not its a possibility that your opponent will claim. My rule of thumb is never put more than 2 damage on the card, the third time you claim, send that damage out onto your opponent. Unless of course your opponent has less than 3 health left on their last character, then you claim and as your first action the following turn, claim again and finish the game. Those types of plays can also be done using drop zone.

Some of the plays you're looking to set up: There 3 main ways to build up a large amount of dmg to resolve.

  1. Roll Sabine and roll natural damage you can imminently resolve using ambush weapon/ability. Hopefully Poe has some dmg showing with his dice in the pool already. She's usually good for one or two god rolls in a game where you'll do 5-8 dmg. If not you can set up the following...
  2. Roll out Sabine(hopefully poe dice out too) play Heat of battle to turn two dice to dmg and exhaust running interference to opponent can't mitigate. Resolve all dmg on next turn.
  3. Roll out Sabine with Poe dice showing focus or special, play truce or unpredictable(for ambush) then exhaust running interference so opponent can't play a card(mitigate) then resolve Poe focus/special to turn Sabine dice to dmg, resolve dmg next turn.

I've got one copy of Fortuitous Strike in there, haven't tested this card extensively but its another card that allows you to exhaust running interference and not have your dice mitigated. It does dmg out of hand and can be a game changing play with a little luck.

Would love some feedback/suggestions.

1 comentario

Easystreet31 1

My only suggestion is to keep going. Im playing it too and I think its a very fun deck. Super excited you are keeping at it.