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The Art of War
Submitted by
Bluesummers
, Sep 21 2017 07:54 AM | Last updated Sep 21 2017 07:54 AM
Cadwyr likes this
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Control Tournament Quality
Thrawn and Unkar Plutt attempt to win a war by locking down markets and manipulating currency.
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Total Cards: 0
Mill, Dice Control, bounce weapons back to hand to slow them. First build of deck. Currently concerned that there's not enough dice mitigation or defensive ability, but shields basically being dead right now presents little options other than hoping you can control their dice placement. If you can get imperial inspection out turn one you're in much better shape. But look out for opposing 'Rend' cards. Dig for that first, perhaps, with Friends in Low Places, which will save your life every time.
Also keep in mind, typically I elect to go second, even if I win initiative roll. +2 shields helps and the Command Center being out of play protects my own cards while the Ascension Guns give me access to its Claim ability.
I was wondering how many different ways people would come up with to use this combo of characters. I'm doing a mill/crime lord version. Managed to go 3-1 in a tournament with it winning all 3 games with double crime lord kills. Lost against a 4 char deck where I went straight for mill victory. Had his deck empty and down to 3 cards in hand when he killed me. My opponent also rolled like a god though and I lost unkar early in round 2.
Love using thrawn to peek at there hand and then unkar to go fishing for big cards. I almost always say zero for the cost I'm seeking with thrawn just to give unkar a better chance for a better pull. If your able to claim each round, you can use fast hands with unkar, salvage stand, and my kind of scum to make sure your opponent has no resources even on there first action. I actually run 2 copies of fast hands and my kind of scum. My deck is also primarily yellow cards so I use infamous as well. Curious to see how effective yours will be.
So far its been very successful, but I like your ideas as well. I've also seen ultra defensive builds with lots of Block/Dodge and armors added in for Unkar. Lots of little tweaks to be explored.
I have. I haven't needed it yet, but I think My Kind of Scum might come out, as it hasn't really done anything yet. Most likely that will get replaced with Armor Plating or something for damage delay, though I'll certainly keep ID in mind!
Feint is in the deck because Thrawn's ability happens every time he activates. Feint lets him activate, and even though he resets after he still gets to discard a card from the opponent's hand.
Also, even though the dice don't stay out they are still rolled, so the Feint gives an extra opportunity for interaction with Salvage Stand.
6 Comments
I was wondering how many different ways people would come up with to use this combo of characters. I'm doing a mill/crime lord version. Managed to go 3-1 in a tournament with it winning all 3 games with double crime lord kills. Lost against a 4 char deck where I went straight for mill victory. Had his deck empty and down to 3 cards in hand when he killed me. My opponent also rolled like a god though and I lost unkar early in round 2.
Love using thrawn to peek at there hand and then unkar to go fishing for big cards. I almost always say zero for the cost I'm seeking with thrawn just to give unkar a better chance for a better pull. If your able to claim each round, you can use fast hands with unkar, salvage stand, and my kind of scum to make sure your opponent has no resources even on there first action. I actually run 2 copies of fast hands and my kind of scum. My deck is also primarily yellow cards so I use infamous as well. Curious to see how effective yours will be.
So far its been very successful, but I like your ideas as well. I've also seen ultra defensive builds with lots of Block/Dodge and armors added in for Unkar. Lots of little tweaks to be explored.
Have you considered Imperial Discipline, its action is very beneficial for resource ramp!
I have. I haven't needed it yet, but I think My Kind of Scum might come out, as it hasn't really done anything yet. Most likely that will get replaced with Armor Plating or something for damage delay, though I'll certainly keep ID in mind!
Can you explain to me the reason for Feint in the deck?
Feint is in the deck because Thrawn's ability happens every time he activates. Feint lets him activate, and even though he resets after he still gets to discard a card from the opponent's hand.
Also, even though the dice don't stay out they are still rolled, so the Feint gives an extra opportunity for interaction with Salvage Stand.