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eIG-88/FN-2199 (w/ guide and opening round examples) | 18 | 15 | 8 | 1.0 |
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None yet. |
the BEAST 1128
INTRODUCTION
So, I've seen many FN-2199 - Loyal Trooper decks around and I decided to share one of my builds. I'm not a big fan of 3 decks, but I feel like this one has potential.
GOAL OF THE DECK
You want to equip FN-2199 - Loyal Trooper with a 2 upgrade (preferably yellow) then overwrite it with another one. With IG-88 - Assassin Droid, you want to hit some to equip your yellow upgrades on him.
STRATEGY AND COMBOS
Going into details, let's talk about some combos.
Arms Deal + 3 upgrade - you want to use this combo early in game. You'll preferably discard yellow upgrades so that you can play them on IG-88 - Assassin Droid for 2 less. Having Vibroknucklers or Flame Thrower turn one gives you a huge advantage over your opponent.
If your opponent went for FN first, you can overwrite a yellow upgrade on IG-88 for a Rocket Launcher do dish out big damage.
I like this deck because both character can deal big damage. Now I'll explain some cards I left out.
Thermal Detonator - as the only sides we want are , we are not going to play it directly for 3. Even if it's in your discard pile, it still costs 1 to play on IG, and one of the costs a . Also, you want IG to roll damage late game, not special.
Jetpack - even though it's a yellow upgrade, it doesn't go well in here as it doesn't trigger FN's ability. With already having Ascension Gun not playable on FN (for his ability) you don't want another upgrade like that.
Bait and Switch - the reason is simple; you need . This deck WILL be low on resources so if it lands, take it.
BATTLEFIELD
As FN is pretty popular, Cargo Hold - Eravana is a good counter for him. Yes, it can be use against us, but another upgrade on IG isn't that bad. I also use it because if it's not being use, I can still trigger it with Ascension Gun.
If I win the roll, I'll probably go with their battlefield. For the shields, I'll either stack both on FN or split them.
STARTING HAND
In your starting hand, you generally want:
-Fast Hands for IG-88
-Arms Deal only if you also have one or two 3 upgrades, preferably yellow.
If you get Rocket Launcher or Z6 Riot Control Baton, only keep them if you also have arms deal and 2 other weapons to discard. You'll be able to have them turn 1.
- A free event (Doubt or He Doesn't Like You) for dice control
And, if you don't have the arms deal option, two 2 upgrades, one yellow preferably.
Here's two examples:
- Starting hand - Vibroknife, Gaffi Stick, Doubt, Imperial War Machine, and Fast Hands
Turn 1, play Gaffi Stick on FN, roll and resolve
Turn 2, overwrite Gaffi Stick with Vibroknife, roll and resolve
Ambush, play fast hands on IG
Turn 3, roll out IG, resolve damage or a special. On a special, equip Gaffi stick for free.
Mitigate or reroll as needed with other events.
Activate FN
Claim if possible
Example 2:
Starting hand - Arms Deal, Vibroknucklers, Flame Thrower, Rocket Launcher, and Imperial War Machine
Turn 1 - play arms deal and discard your 2 yellow weapons; gain two resource
Turn 2 is your choice between: -activate IG, on a , equip Vibroknucklers, with ambush, overwrite with rocket launcher. -play the rocket launcher and activate IG with it
After, play Imperial War Machine to resolve rocket launcher.
Then, activate FN
Claim if possible.
CONCLUSION
Hopefully you will give this deck a go and leave feedback in the comments! Leave a like if you enjoy the deck. Thanks for suggestions.
3 comments |
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Also, would you cut something for 1 Leadership? |
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I would just like to say, I've been playing a deck almost exactly like this for a while now, but I'm going to try your Thermal-less version and see how that goes. But in all the games I have played with it, I have never had Arms Deal and more than one weapon in my hand at the same time, earlier than round 3 or 4. At this point I keep that card around out of hope rather than utility. :p