Card draw simulator |
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Odds:
0% –
0%
more
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Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet. |
hunter_1764 1
Just looking for some feedback. Thanks
Card draw simulator |
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Odds:
0% –
0%
more
|
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet. |
Just looking for some feedback. Thanks
I would look at slimming your upgrades. 15 is a lot of 2 characters especially when you are missing some resource generation.
I would cut
-4 Upgrades: too many will gum your hand up
-2 Closing the net: gives them the choice and cost 1
-2 Crackdown: Isn't turned on when you need it the most at the start of t he game and forces some bad decisions if you do want to play it early
-2 Battle Rage: 2 for 1 damage is ok but its fairly conditional so we can do better also you have a fair amount of mods and Battle Rages Resolve a single die can interfere with that at times :)
Add +2 Doubt: 0 cost removal, you can play your upgrades and still remove dice that roll big. Try to hit die that will connect modifiers
+2 Logistics : Money maker that is on as soon as your roll a money side.
+2 Truce : Money maker that can work as surprise damage, say they leave your bossk 3 side up thinking you have no money then you can play this and resolve right after.
+1 Tactical Mastery you want the second one, the threat of it is crazy and it turns kallus' ability live by flipping and resolving.
+2 Z6 Riot Baton: Free reroll, all blak sides and redeploy, you want this.
+1 Flex, you can put in something like back up muscle if you want some more unblockable, or salvo/anarchy if you want some spread damage or Imperial HQ if you are finding money for pay sides is short.
Hope this helps :)