Card draw simulator |
---|
Odds:
0% –
0%
more
|
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet. |
LukeEaton 61
12 comments |
---|
|
Thanks for the recommendation! Do you run all the ones I have included? ClashDeflectFeel Your AngerIsolationand Overconfidence? or do you run a different selection 2 of each? |
i personally don't run Isolation since it's only hits a character die. i usually don't run Deflect, but with the new errata, maybe guns will be more prevalent than before, so bet it's worth running now. Feel Your Anger and Overconfidence definitely! |
I also ran a similar deck, which I still think was better tah Kylo/FN pre errata. I would ditch Imperial HQ. I tried it, but found electrostaff works often enough, I didn't need it. I also love Makashi in this deck. So many people forget it's die removal ability. |
I think Close Quarters Assault would be good here with the heavy melee focus. Making them discard multiple cards is really disruptive to most decks. I find Isolation is great. Many decks lean heavily on character dice for damage. It doesn't provide the advantage of Deflect, but it is usable in every meta and I'm usually happy to draw it. Overconfidence and Sound The Alarm serve the same basic purpose; dealing with god rolls. Sound The Alarm scales and is also free, though it removes nothing. It also avoids spot. Given the greedy economy here and lack of many good 0-cost options, I pick Sound every time for this deck and would replace Overconfidence w/ the second Sound. The Best Defense... is quite good, I would not cut it. Opponents, especially mono-color ones, are likely to want Kylo dead. This forces damage in Grievous' direction who you prefer to be focused, and is also restriction-less removal of 2 dice. Overall I'd be looking to trim down the curve significantly. You have a bunch of pay sides on character dice and weapons, very few 0-cost cards right now, and playing a weapon leaves you too broke to play most of your cards or resolve your pay sides. |
Thanks for all the great feedback everyone! By no means is this deck perfect right now. I'm pretty sure this deck would never beat Kylo/Fn it was just insane. But now that it is gone I think this may be a viable option especially if people begin to think it's safe to go back to mono color or if Ezra Bridger - Force-sensitive Thief Sabine Wren - Explosives Expert rises to the top. Two Sound The Alarm sounds like the right play I personally like to run one Clash one Deflect although not as consistent maybe it helps deal with the whole field, and if it isn't relevant it is a card you are okay rerolling with. Close Quarters Assaultcould be really solid I'll have to give that a try. |
Otherwise, I don't like Close Quarters Assault here because it deviates from the focus. Isolation is great. Sound The Alarm only really works if they are out of cards so they can't just reroll If you want to include something, I prefer Overconfidence which at least guarantees a removal. The Best Defense... is the worst choice in my opinion. General Grievous - Jedi Hunter is a fantastic sleeper. I hate wearing him down prematurely. Feel Your Anger is too expensive for my tastes in this deck. And I'd rather take Makashi Training instead of Clash. Not as efficient on dice removal, but continues to add to the damage ramp against non melee decks. |
Nines is so good that there is an ongoing debate if his current decks can simply play one die of him instead of changing characters at all. Even with all the nerfing many think he might still beat every other option. You're also quite wrong about The Best Defense.... Often it clears 5 or 6 damage. That means it removes 2 or 3, and puts the rest (3) on the target they don't want to focus on top of it. That combination of effects is way better than basically any other 1-cost removal. It doesn't matter if Grievous takes 3 damage because doing so prevents Kylo from taking 5 or 6 which means you get substantially longer to use both characters together. Grievous isn't being "worn down prematurely" he's giving HP to Kylo who matters more. |
|
So, I read your list. I have some thoughts. As You Command is a very helpful card. I play it on damage dice simply to get more damage dice. It can also be used as an economy card. Rainbow 9's was a solid standard for aggro deck composition, and it had 6 true economy cards. You have 4, with 2 side-econ (for lack of a better term) cards. Electrostaff is pretty great, and I count it as an econ card in my hand for opening mulligan, but I do not count it as econ for deck construction. If you do, that's fine, but to me it's side-econ. As You Command can operate as economy, too, and it certainly does not have to. That would give you 4 true economy cards and 4 side-economy cards. Just a thought. If I'm being honest, I do disagree with several of your assessments. But, as far as objective, constructive criticism is concerned, when evaluating dice, I would suggest keeping "consistency" and "potency" (or frequency and amplitude, respectively) separate. Consistency is how often the dice do what you want them to do. Potency is how well they do it. Some of your analysis is just mathematically incorrect; rather, it was incorrect when you published it. Now, however, it's 1-die Grievous compared to 1-die FN, and potency is in Grievous's favor. Consistency is equal regarding damage, but Grievous has the edge for melee damage. Keeping these ideas--consistency and potency--separate will help with deck-construction, mostly, but it can also be helpful with some gameplay decisions.
|
|
|
i ran this deck. (even prior to errata). definately worth running two of each blue removal if possible. i personally ran Manipulate as well, since resources are low. maybe no Best Defense, since Grievous has such small health