Three-Thousand, Two Hundred and Fifth Chance

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

GandalfsHat 11

The aim of this deck is pretty simple: Never die. Oh yeah and eventually mill your opponent, but mostly the not dying part. Pull Second Chance over and over and over again; Hyperspace Jump, Lone Operative and control just help you along this route. There are two ways to win with this deck: draw the game out until you mill your opponent, or draw the game out until your opponent finally realizes they've spent an hour and a half (and yes, this is true, I have had two games hit an hour and a half with this deck) playing against you, gives up, and goes home, leaving you the winner by default. Obviously this approach is less effective in tournament play, as time is a factor, but who cares? you didn't play this deck to win tournaments, you played it to make everyone you play against so frustrated that they flip the table, stop playing destiny, and perhaps pick up an easier hobby like ship-building. Why Three thousand, two hundred and five chances? I don't know. I just like the number. Sue me.

2 comentarios

Venator class star destroyer! 20

Great write up!!!!!!!! That does sound annoying

GandalfsHat 11

Thanks @Happy Jedi, and it is xD