Wave Goodbye

Simulador de robo
Probabilidades: 0% – 0% más
Derivado de
Together Again. 0 0 0 4.0
Inspiración para
Wave Goodbye 0 0 3 6.0
Luke and Yoda Force powers. 0 0 0 1.0

Mystical Energy Field 54

This is what I came up with after a long time of banging my head against the wall, trying to get blue heroes to work. This works. The idea is to special chain for days and Force Wave ftw. Luke's dice are very hard to remove, and getting just 1 special that twists from Force Focus, Niman Mastery, or Yoda makes the whole thing explode, as you just twist every die, rake in money, and blow people up with Wave, Treasured, Ezra's LS, Yoda's LS, and Obi-Wan's LS specials. The value you gain from Yoda is nuts and there is so much soft mitigation built in--along with a robust removal suite--that you can stay alive long enough to stack up Luke and Yoda. Qui-Gon's Spirit provides an extra burst if you need it, as does the Draw Closer under LS Mastery. Pushing Slash is insane tempo and lets you rip of a FF or NM (or even Force Pull) special to immediately affect the game state while also putting your dice in the pool. Luke's Training is an absolute MVP. Getting wave on turn 1 down on Luke is bonkers, as it eventually sets you up for the Luke PA to pass Wave to Yoda and get 2 activations from Wave in 1 turn. Remember that Yoda's special guarantees you can spin FW and resolve it, as it gives you money, and if they can't remove your special die, they can't interrupt this combo. It's freaking beautiful. Also, Luke's training lets you pull a NM from the graveyard as suprise removal in a pinch, and can help rescue a discarded Wave or ability you want to use again.

I always mulligan hard to try and get a FW and Luke's Training. If no wave, look for any other blue ability to keep so you can start getting value from Luke's PA. Even passing a NM and getting an extra activation can provide the edge you need to stay alive or blow something up. Luke's versatility with either shielding or going melee is on full display here.

Right now, Force Pull, QGJ Spirit are the only fringe cards. Pull can be amazing early to slow down a 3 wide, but it's hard to resolve late (unless you roll it cold off of a Pushing Slash). QGJS is really handy, but given that so many people run support hate, it's kind of hard to stick. Still, I often find myself with 4-5 shields and being able to pull 6 from nowhere with a special chain can be clutch.

Looking for any advice from my fellow Jedi out there who refuse to let blue sticks get pushed around by droids and delve fist.

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