Snoke Thrawn - The Moff v3

Card draw simulator
Odds: 0% – 0% more
Derived from
Snoke Thrawn - The Moff v2 1 1 0 1.0
Inspiration for
None yet.

DarthColejoy 93

An updated deck list - with thanks to Manfred (Polish National Winner).

Changes from V2:

+1 Force Wave -1 Ancient Lightsaber

+1 Separatist Landing Craft -1 AT-ST

-2 Doubt +2 Endurance

Preparing for Australian National Champs. I'm tempted to removed Overconfidence for either Isolation or Feel Your Anger

Have included Endurance so that even if we don't get Grand Moff out we can protect the smoke resource dice and get them back in the pool early on and get the resource generation.

2 comments

Manfred 146

I didnt like Overconfidence, cause sometimes it do wrong work, so is not universal removal. Anyway You need 2 dices in pool, and sometimes playing against tacos or APhra Snoek BD, there come one dice u want to remove. So Isolation are much better, even better are deflects in this meta full of ships and commandos. Dark ritual in my opinnion is bad choice cause You play Jedi temple, if you dont get money fast it can be discarded easy. Thats the idea i play 2 Landing Crafts. Its not only about droid and cant discarded with Temple. Most of time it give 2 shields, its vechicle to spot on Hailfire and Bombardments. Dooku ship do a great job, draw a card and many focus, shields or resource do a great great work. I preffer 2 at dp because there is lot of Aphra droids, mill and other vechicles. For example you can discard enemy landing craft. Endurance look like nice tech. But again with Thrawn mostly go for removal, and Temple combo, you didnt lost many dices.

DarthColejoy 93

Completely agree with regards to ritual. I think I’ll swap that out for the second landing craft. I actually made a few revisions since posting this again! Will post an updated deck list shortly.