5 die RexSatine (w/ AoN)

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5 die RexSatine (w/ AoN) 0 0 2 1.0
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maxwell9999 38

I have been thinking about this pairing for a while now after facing an eRex/CT/Maz (old standard) at the first regional I went to that was good and fun.

Update: I updated the weapon suite and added a Grievance Striker because of the non modifier sides. Also, added Seize the Day.

AoN: Why run this instead of just 1 die Satine? Well, this deck can survive the 1 discard and makes resources fairly well. Big benefits of a five die start are the ability to Vandalize bigger supports if necessary and you are much more likely to win the battlefield.

Objective: Get tons of dice in the pool so your opponent can't mitigate all of them, plus get enough rerolls to deal with variance.

How: Hard mulligan for Rex's Blaster Pistol or at least some additional dice cards plus Fresh Supplies or Logistics helps a ton too. Usually 5 die will win the battlefield but if not it's not too bad. Ideally, Military Camp - Kaller let's you activate either Rex and Satine (leaders) or Rex and the Clone (Troopers) and then reroll a Rex die that missed. Then Satine or the CT give's you a second reroll. First turn I usually activate Satine first to hit a resource side so you can get at least one weapon or conscript troopers out. Even with AoN this is usually possible. Once you have Rex's Blaster down you can activate all your characters at once with Millitary camp and then get 3 rerolls, a trooper die, CT's character die reroll, and Satine's any of your dice reroll. This can put 6-10 dice in your pool at once!

Additional cards I'm considering: Camouflaged Rifle: A solid upgrade in this deck since you will always have the battlefield. 3 costs are hard to play though. Sieze the Day: Let you resolve immediately after a huge roll out. Instigate: Seems good but this deck already has a ton of activation. Smuggler's Run: Could be ok to roll out Satine and generate another resource. Intense Fire: Might help in the damage race a bit. This deck's ceiling of damage/round is not that high. Field Medic/First Aid: could replace some mitigation. Jyn Erso's Blaster: This is a good gun but I have a hard time playing it, I'd almost always rather play a 2 cost and have more money for mitigation. Scruffy Looking Nerf-Herder: Could be good in some matchups, but the best round to play it, round 1, I am usually just barely able to get enough resources for a gun and that's after a couple turns so not as useful as it could be.

Appreciate any and all comments greatly :)

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