Cad/Tarkin

Simulador de robo
Probabilidades: 0% – 0% más
Derivado de
Ninguno. Éste es un mazo hecho de cero.
Inspiración para
Ninguno todavía.

Coronanator111 1

Tarkin - Grand Moff's Power Action is pretty scary, easily dealing 4 that'll break down your opponent's characters throughout the match. Most opponents tend to go after Cad Bane - Vicious Mercenary first as he is the most immediate threat, but Tarkin is more than able to deal consistent damage all day long.

If you can't seem to get a good roll with Tarkin and can't use his ability, Recon is great at helping you out. If I owned another copy, it'd be in this deck, too.

Don't be afraid to use Bait and Switch for more than just the normal surprise roll/resolve, which can still be nice. I've had a few victories from switching one of Tarkin's dice to show the same symbol as his other die and using the ambush to Power Action 4 onto the opponent. You can also use Leadership on Tarkin to get another roll in with Cad Bane and still use Tarkin's power action, so keep that in mind.

Outmaneuver + Moisture Farm - Tatooine = , which is very nice and consistent, but if you can think of a better use of that card slot and want another battlefield, go for it and let me know how it worked out. This is just a solid neutral option.

Many of the upgrades and events can be interchangeable, this is just what I'm running with right now. Cheaper ones are probably best here, and having dice like Extortion, Personal Shield, Imperial Discipline, Hunter Instinct, Hunting Rifle and others provide many of the same symbols with which you can use Tarkin's power action.

Make Cad Bane impossible not to go after and use the time they're trying to wipe him out to deal as much damage with him as you can and throw upgrades on Tarkin so he can be self-sustaining after Cad Bane's gone.

And if they go after Tarkin first, Cad Bane can do so much damage even with just one die, so don't sweat it.

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