Castles and Caves

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

Thrawn 1

This deck needs a bit of fine-tuning as this is my first run at a focused deck. You will find it is primarily a survive 4 rounds and draw lots of cards to take advantage of Launch Bay a few times a turn with a large hand size and enough to ensure you get what you want. Imagine kicking out 10 damage by turn 2 and 15-20 by turn 3 if the game played to your favor.

The skinny: Bolt Hole, Caution, and Field Medic will keep you alive for the nut-kickers out there who like to wrap up early. Cheat will bump these. This is only if you get hit real hard though before you can get your Force Heal, Protective Mentor, and Diplomatic Immunity into play. I wouldn't focus on these as much though except for the free counter measures to spread damage. A grip of cards will let you draw heavy prepping you for Launch Bay's that are focused on damage output. Strategic Planning and Cheat will ensure that the Launch bay is throwing extreme hate at your opponents multiple times per round. Premonitions if you happen to have both bays with it in your opening hand. Maz's Castle - Takodana ensures early cycling. Quadjumper on turn one to prep for turn two bays. Jedi Council could be switched out for another diplomatic immunity.

Feel free to switch out Rebel Commando with Temmin "Snap" Wexley - Recon Specialist as he will give you tighter control over the battle field and allow control if you are expecting heavy weapons and the like.

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