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Dakka Dakka!




2 Comments

Looks like a solid start for an competative Ork deck.

Some questions I have:

- Why play Goff Nob while you also can include Rugged Killa Kans?

- Why play Burna Boys while you can also include Rugged Killa Kans?

- Why play 2 Kustom Field Generator for instead say 1?

- Why don't you include 1-2 Tellyporta Pad?

- Why is there an absence of 1 drops with Command Icons? I understand you want to synergize with Dakka Dakka Dakka! But I do think it's save to say this card will not always be in your opening hand.

 

Currently 3/5 

Goff Nob has more actual stats than Rugged Killa Kan you want a big drop that dont has to get wounded to do massive damage so you can give him a rocket laucher and do Tons of damage its kinda the same reason i use Burna Boys instead of Rugged Killa Kan since the deck dont lack Command icons.2 Kustom Field Generatos because they are too powerfull and you need to have atleast 1 during the game.And i dont like Tellyporta because your opponent can play around it easy.Its true that i dont have 1 drops thats the reason the deck focus in 2 drops and double command icons you want to win specific planets.its true that the deck its hand reliable if you get the right cards but even if you dont draw dakka dakka you can use your cannons to kill smaller command struggle units.