|Card draw simulator|
Odds: 0% – 0% more
|Aurra Unchained / Tournament Winner / 14W - 7L||7||7||6||8.0|
|Aurra Unchained / Tournament Winner / High Win Rate||2||2||1||10.0|
Changes in v9.0
Added in Doubt x 2 - I severely underestimated this card. It should be a staple in every deck
Added in Swiftness x 2 - Infamous was proving rather unreliable so I added in 2 of these (and removed 1 Infamous) to help with the reliability.
Added back in On The Hunt x 2 - I have a love/hate relationship with this card but I find its better in than out.
Core strategy now is to protect Aurra - if you can make her last till Round 3, pretty much have the game. 90% of my games have been won wit Armed to the Teeth late round 3 or early round 4 so make sure you keep one in your hand.
Might try a couple of games with Imperial Armoury and see if that helps with resource management.
The key to this deck is literally getting Aurra to Sing as quickly as possible. Having 2 dice, she will be the obvious first target.
Start to load up Jango after this for back up when Aurra goes down. Make sure to load Aurra with Personal Shield as soon as its available. With any luck, you should be able to roll out between 6-8 damage in round 1. If possible, use any event cards to knock out your opponents character early in the 2nd round.
By round 3 or 4 you should be looking to use Fight Dirty & Armed to the Teeth to dish out the final damage you need. Don't be afraid to discard these cards early game as you can then use Cheat to bring them back.
Try and save 1 resource per round to help you out in rounds 3 & 4 for any last minute purchasing you might have to do.
Flexible cards are Relentless Pursuit and Infamous with possible inclusions of Back Up Muscle and He Doesn't Like You or 1/4 Portions. Battlefield could also be changed to something neutral like docking bay.