SUPER Ack-attack-ack-ack-ack-ack

Card draw simulator
Odds: 0% – 0% more
Derived from
Ack-attack-ack-ack-ack-ack v2 6 5 1 2.0
Inspiration for
None yet.

GrantZilla1979 47

The Ack Attack was fun in Awakenings - even with the dilution of It's a Trap! with the twin Holdout Blaster it was capable of slamming massive damage - but it still needed something.

I was praying for a 2 cost Rebel Gun to hit a little bit harder and maybe have redeploy. Well, we didn't get redeploy, but we got not one but TWO powerful upgrades for this deck in the form of Overkill and Training.

We have multiple Rearm targets here and everything turns on It's a Trap!.

Wingman helps us clear the turn faster and save the Hit and Run for when it counts.

This deck used to run Launch Bay and Outpost and while LB hits very hard and the 'post has good focus sides for All In it is just slowing us down too much. Palp will chew through our Guardians too fast for us to get economy out of either one of those, and Poe/Maz is likely going to beat this deck nine times out of ten.

If we wanted to get in some supports, I'd go with Aftermath or even Astromech purely for its 2F side for All In plays - but the 2 install cost is a bit much. Cut Logistics if you want to try Aftermath, cut Scout if you want to try the Astromech. It's highly unlikely that we're ever going to get mileage out of Planetary Uprising so it's not a great fit here.

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