eUnkar/Ciena/Nightsister - did well at its first few EaW tou

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

AnotherWitch 46

The idea here is to

--Use Unkar Plutt - Junk Dealer's ability to buy a lot of vehicles very quickly, and

--Use Ciena Ree - Adept Pilot's ability to re-ready them whenever possible, and

--Use Nightsister's ability to reroll those re-readied vehicles if you've already played out your hand, which you might have because this deck tends to play all its cards because it has the money to do so.

Get value out of Unkar before he dies, because almost everyone targets him first.

If you end a turn with one good vehicle in play and a bunch of cash, consider just going for reactivating that vehicle multiple times using Cienna and Nightsister to reroll it if it lands on nada.

Tech Team is amazing, always remember to play it before you play any other support that round, as it pays for itself immediately if you play something right after it and tap it.

Always play Imperial HQ when you come across it if you can, it is too good to discard. Some goes for Hound's Tooth.

Do we really need TEN difference damaging vehicles in here? Yes. These characters have amazing abilities but they don't do a ton of damage. I have had games where I actually played 5 or 6 vehicles onto the board not counting Hound's Tooth.

Put Dark Counsel on Nightsister because she usually dies last and that dice is pretty dark good. Like I said, you usually play out your hand in this deck so having another card late in the round from Dark Counsel's special can save Nightsister some self-inflicted pain.

Consider: If you want to find room for Truce, which I kind of do, you could take out Hound's Tooth and one Sonic Cannon. I have never played both Sonic Cannons, and arguably if you have 2 Truce in the deck you might accelerate your resource curve and not need Hound's Tooth as much. Just an idea.

This deck is very much the essentials, just a) resource generation/savings, b) vehicles, and c) dice removal. Hit them hard and often.

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