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|Unkar and Tarkin Vehicle||7||6||8||1.0|
This spicy noodle was originally posted By http://swdestinydb.com/user/profile/49593/nez477.
I have always held Unkar Plutt - Junk Dealer in high esteem ever since building a rogueish deck with Him, Death Trooper, and First Order Stormtrooper back before the great nerfing. I took second and was hooked. I saw this list and the OPs experienced comments and decided to give it a whirl.
I hope that by making a handful of adjustments (some suggested by OP) I will have a very decent vehicle deck that can deal large damage while milling away my opponents hand. What follows is a theoretical write-up (and personal justification) due to me not being able to build or test this at all until later next week.
With that said I will go over the card choices and hopefully spark some conversation as to some different ways to possibly optimize the deck further. The original post did not have a ton of info and it would be awesome if http://swdestinydb.com/user/profile/49593/nez477 weighed in. I have been struggling pretty bad to find a niche that suits me in the current meta and have contemplated many breaks due to feeling straight stagnant.
Jedi Temple - Coruscant - I like this choice because it helps set up Unkar Plutt - Junk Dealer to hit more and . This is where our consistent generation will come from. Partnered with Chance Cube and backed up by Delve and Friends in High Places we should be playing large in no time. This could be Weapons Factory Alpha - Cymoon 1 very easily but my meta is full of awesome vehicle decks and the Jedi Temple - Coruscant benefits us more than them to a large degree.
The list is small but prolific. Chance Cube is a clear choice and at first I was set on removing the other two thinking that they were either 'win-more' or just plain out of place. The more I looked into it the clearer things became. Fragmentation Grenade fits so nicely with our plan that I really wanted it to be a 2 of. As I see it the die will always land on something useful because if you hit you can feed it to Unkar Plutt - Junk Dealer but if it rolls a you can feed it to the power action of Tarkin - Grand Moff with just one other unlucky roll. This could easily replace one of the Grand Moff but that card is just too cool and flavorful to not force a little bit. It has good synergy with our and our .
The suite is mostly your standard villain vehicle set but with AT-ST to blow other vehicle lists away. I took out the one Quadjumper feeling that it would be unreliable and rarely needed but if I find myself struggling to drop haymakers I will test with it back in. I enjoy the synergy Between Podracer and Hailfire Droid Tank but may end up cutting the Podracer for a utility vehicle like AT-DP or First Order TIE Fighter. Hound's Tooth is a card I haven't ever had strong feelings for but I can't deny how well the die should compliment the deck and as such have left it in.
I removed the 2 Probe in favor of Friends in Low Places as you get to bear witness to the contents of the whole hand and take something cheap to put immediate pressure on with the Unkar Plutt - Junk Dealer Action. I put in the 2 Pinned Down but kept the Crossfire over Risky Move. I just think that the card is neat and growing in relevance with the many vehicle decks in the atmosphere.
I can't wait to sleeve this up and give it a solid go. It truly seems fun, challenging, and competitive - Three things that I strive to be as well.
Please let me know your thoughts!