Card draw simulator |
---|
Odds:
0% –
0%
more
|
Derived from |
---|
None. Self-made deck here. |
Inspiration for | ||||
---|---|---|---|---|
Gotta Catch a Maul | 2 | 0 | 3 | 1.0 |
TurkeyClubSamich 118
This Maul deck is built with an Ewok-heavy meta in mind, thus it skips out on a lot of dice removal in favor of cards that either accelerate/amplify damage output or block damage. To that end, Chancellor's Edict is a true rock star of a card, often yielding a 4-health swing. It's particularly useful if Diplomatic Protection is activated, allowing you to snipe a low-health character and gain shields. It's also very useful against ReyLo and Yoda - Mystical Mentor decks. Unshackle is an unfortunate necessity, as getting Target Acquired played on Maul is pretty much game over.
Also, there's a fair amount of ramp cards in this deck, notably the underused To Victory which is a clutch mid/late game card against Ewoks (the dream play is to use this card to play Dark Ritual). I find this deck to be most successful when you play all your cards and resolve all your dice for damage at least once. You never want to resolve a Maul - Skilled Duelist die for resources (hence, no Logistics) and you want to make sure you have the extra resources necessary to use the Maul's Lightsaber and Darth Vader's Lightsaber effects/power actions as often as possible. That's another reason for using Theed Royal Palace - Naboo instead of Comm Tower - Scarif. It's critical to get one of your sabers out in Round 1 if you can, so mulligan for one of the four sabers and, if you win the roll-off, use the Theed Power action or Fresh Supplies to get you to 3 resources, and play one ASAP. Playing Niman Mastery Round 1 is a trap. Don't do it.
Veteran Stormtrooper's 3-indirect side is a prime candidate for Sudden Impact. If you begin a round with 3 resources, a neat combo is to activate VST, play Niman Mastery on Maul to change the VST die to 3-indirect, then play Sudden Impact. Max value.
I'm still on the fence about Fit of Rage and Hull Breach, though they can both change the face of a game pretty dramatically. For now, I'm keeping them, though I could see either/or being replaced by 1 or 2 copies of A Sinister Peace, or maybe something I didn't think of.
Removing Hull Breach to put in one A Sinister Peace. Too important to resolve all damage dice.