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Probabilidades:
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Derivado de |
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Ninguno. Éste es un mazo hecho de cero. |
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Ninguno todavía. |
euphius 249
Inspired by a comment on last episode of White Book when discussing Prince's Pass, this deck heavily leverages location effects to remove characters from play. It was doing very poorly in initial versions, but a few tweaks later I've got it winning at above a 50% rate. Publishing it for suggestions.
When the deck is working at its best it stalls early game using a combination of the locations, icon removal, etc to slow the opponent down and to give them time to build a board state. You use this time to make sure you get their dupes and saves nullified if you can. Once they reach a point you can get 4-5 characters, preferrably a few uniques, especially if you have Harrenhall out, Valar. It will be hard for them to rebuild from there. This is when you can play your higher cost characters and actually start applying pressure on your own. Knights of the Sun, Viper, and Eddy let you late game push for a win. If not them, keeping a small board state from then on using locations, ward, etc should let you get the game via unopposed or just winning power challenges and dominance.
Adding building orders helped deal with some of the inconsistencies in finding the right locations to control the board state, and 4 money is usually enough if you have 1-2 econ locations to keep up. Adding Last Hearth Scouts fixed the issue this deck had against Lanni Jumpers, which was just a REALLY bad matchup for this deck.
I'd love feedback if any of you think this looks as fun as its been for me the last week. Some of its losses have been really bad, but when it works its been demoralizing for my opponents and very hard to recover against. Thoughts?