Your base belongs to me

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Your base belongs to me 0 0 0 2.0

sleepypaladin 7

Intro

This deck might be trying to do too many things at once, but it is one I attempted to throw together using some new cards I got IRL and had a lot of fun with (although my opponent did not find it as amusing!)

It all started because I adore playing blue in MTG, and I wanted to try my best to make an absolutely infuriating deck of control to play against. I can't just win the game by attempting to manipulate my opponent's dice, so I had to come up with SOME way to win! Enter Admiral Ackbar and Padme Amidala.

Premise

The basic setup of the deck is to:
1) Mill the deck using Padme
2) Prevent them from claiming using Snap
3) Destroy their hand and punish using Ackbar

Essentially, the deck keeps costs low so you can focus on destroying the opponent's hand, dice pool, and resources. The goal is to have the opponent "end" their turn with no money to spend and keep Snap in your pool so they can't claim. It's a bonus for you if you can annihilate their hand using Discard, because then they are officially locked out until we decide to claim for ourselves. This keeps us rolling happy and in control.

Upgrades

Use [Con Artist](/card/02060) early or keep it around to have a card to chuck if you need a reroll. Definitely try and lay it on whoever is not getting targeted. Honestly all of your people are annoying, and I need to play with the deck more to get a feel for who your opponent is going to rage at first. Anything con artist rolls is going to help us (as long as it's not blank).
Use [Hunker Down](/card/01164) on somebody your opponent isn't targeting (I like Padme). This helps maintain some survival through shield generation and can ramp into [All Quiet On The Front](/card/03089).
[Scout](/card/01033) and [Energy Slingshot](/card/03043) are there to help add some more odds to our rolls and hopefully hit extra Discards or Disrupts. We don't care about damage unless things are going weird and we seem to do more through Ackbar's annoyance.

Supports

[C-3PO](/card/02030) is happily bobbing about in this deck to give you some much-needed resources; same with [Supply Line](/card/02051). Hopefully you won't need to remove gold n' shiny's die for his action, but it could be a great clinch game-ender if you need to get rid of 1 or 2 more pesky cards from your opponent's hand.
[Outpost](/card/01053) is a good addition because, again, any side it rolls (except blank) will be useful. Disrupts knock away opponent resource gathering, the shield helps survival, the focus helps Padme (maybe) and the special either triggers our battlefield or an opponents. Good stuff.

Events

Starting with interference cards, you have [Block](/card/01153), [Defensive Position](/card/01104), [Dodge](/card/01155), 2x [Electroshock](/card/01159), [Negotiate](/card/01131), [Persuade](/card/03138), [Scramble](/card/01161), [Sound The Alarm](/card/04045), and [Unpredictable](/card/01162). Hooooly cow that's a lot, but you absolutely HAVE to survive to make this work. The deal with these, is you want to sit on them as much as possible, and try and force your opponent to discard their cards on their own to re-roll their own dice. Then, just when they think they have the perfect pool, swoop in and mess everything up. With that many options, it's hard to go wrong. Try and only play the melee/range sweepers if you are about to lose somebody, as it'll prolong things enough perhaps for you to roll up some shields onto them. As a side note, you can maybe sub in [Rend](/card/03150) for [Negotiate](/card/01131) if need be.

[All Quiet On The Front](/card/03089) is there for obvious deck shenanigans, and you can either be liberal or conservative with your shield removal. Ideally you can be liberal because you can generate shields through other dice or effects, but that's your discretion based on the pace the game takes. [Commando Raid](/card/01103) can be a great finisher, and I like to save these to deliver a surprising blow. All it takes is a 1-Discard die suddenly becoming a 3-Discard and all opponent plans go haywire. [Dug in](/card/01139) works great with Snap, as you should control the field a majority of the game. [Field Medic](/card/01105) for survival, [Local Patrol](/card/03112) for annoyance and furthering the grand plan. [Strike Briefing](/card/03094) can help with controlling pace and gives a bit of foresight as to what's coming.

Conclusion

I welcome any and all feedback, and thanks for checking it out!

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