mil 2.0

Simulador de robo
Probabilidades: 0% – 0% más
Derivado de
Ninguno. Éste es un mazo hecho de cero.
Inspiración para
mil 2.0 0 0 0 2.0
mil 2.0 neto 0 0 0 1.0
9 comentarios

sinrin 170

This looks mean.

Enfantterrible 171

So tried out this deck yesterday, and really like the build, but do think it suffers against heavy aggro. I'm curious as to how to improve the deck.

bringembig 62

`@Enfantterriblewhen i see a heavy aggro deck i mull for sc and ab when i dont see a heavy aggro i mull for c3po and lb if you face a heavy aggro and dont get sec ab well just pray they roll bad i guess. spend your removal early but yea heavy aggro deck is this deck biggest weakness

bringembig 62

i also swapped out cunning, for lone operative to give it a little more durability

vir0 13

Played against heavy aggro with this deck with some slight changes. Snap gets owned so quickly. went 0-7 :(

Foz 1024

I think it's a serious flaw to have your only experienced character be the one who cannot get Second Chance. Snap's dice are better, and he's so unprotected here. He'll just get filled full of lead first and then you're left with such weak dice you probably can't win.

Foz 1024

In spite of my initial reaction, the new decks and characters from SoR have me interested in this. I looked at various combinations, and for mill I don't think you can get a much better line-up than this - possibly Obi-Wan / ePadme, but that's an entirely different deck idea. It still feels like Snap will get seriously destroyed - my answer to that is to bring more, and potentially better, mitigation events. Hit and Run actually feels out of place here to me - you shouldn't usually need to go faster if Snap's power is keeping them off the battlefield like it is supposed to. Negotiate isn't terrible, but giving your opponent the choice is often not what you want. I would probably play Flank over it, and Dug in can also be a real monster for the same cost, often getting two or more of their best dice, at no cost to your own. I'm also curious to see if Commando Raid might work in the deck. Snap has about 30% chance to roll a discard side and if not you can always focus to it. 3 cards cleans up a lot of reroll potential, and might remove cards your opponent is counting on too. I arrived at the same list of upgrades, doesn't seem to be much choice there. Launch Bay seems perhaps too expensive to me, and completely unplayable in some matches. I would probably just opt to play more upgrades and events instead of try to spend 5 on it. So I'll be testing the following changes and will give some feedback once I get to. As ever, feedback on these ideas is welcome.

-2 Launch Bay -2 Hit and Run -2 Negotiate +2 Commando Raid +2 Defensive Position +2 Flank

Foz 1024

Oops, obviously meant Defensive Position where I tagged Dug In.

bringembig 62

ill try that out but i like launch bay cause you can kill the other players whole hand but you can also use it for a quick boost in reasources for c3pe