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Shadowsun No Gubbins 3




2 Comments

Has lack of combat units been a concern of yours? Obviously, that's less important in Shadowsun thanks to the buffs from the attachments, but still...

Also, if the command advantage is so overbearing, the opponent won't be playing anything especially threatening anyway, so I guess that's a valid point as well.

I've not played it in its current incarnation, as previously I had Black Guardians in place of the Fire Warriors, and HMD in place of the new attachment. However, broadly the answer is no.

 

Destructor, Shi'Ores and Guardians were the favoured fighters, Marksman works as well, and in a pinch Gun Drones or Cadre can act as a base, though I tend to only keep a hand like that if the hand and the array makes it worth doing that.

 

Broadly though, I'm not unhappy to have a slightly slower turn 1 if I can use that to establish command advantage for the rest of the game. I aim to shrink the combat game state in favour of the command game state, as you say. MVP card here is Deception, which is great for turning command advantage into board and tempo advantage.

 

In terms of combat strength from Turn 2 onwards, its not at all hard to get big unit stats out for low cost. A simple Prudent Fire Warrior with a cadre on it is already 4/5, a destructor is 5/6. If I can add an Ion Rifle or second cadre to that, you've got a combat unit that is seriously scary for not much cost.

 

My primary mulligan rules are:

 

1) Can I use Shadowsun's ability straight away? If not, I'm ditching that hand.

2) Can I field at least 4 command? If not, I'm ditching that hand. Having said that, 3 command plus a couple of Superiorities suits me fine too! Likewise, 2+ ECTs is almost always worth keeping even if there's no other command in hand. 

 

Command wise I aim to draw as fast as I can. Resources are rarely in shortage due to the cheapness of the deck, but if I don't keep drawing attachments, I can't build my combat presence.

    • Majestaat likes this