Guys I am testing this deck and it is OK, not great. I have been back and forth between Logistics and Enraged. One is situational but good pay off when it works. The other is more reliable but pings for one. What do you think. Also I have been playing Clash. It is deadly against Melee decks but the way it reads with no "may" word in it means the card cannot resolve unless both conditions are met right? Any advise would be great!!!
eKylo Tormented One/Grevious advise.
I may be wrong, but Clash should work without both effects. There's no 'then' or 'to' language. Both instructions are separated into individual statements. So, you should follow the rule of completing as much of the card as you can.
That really helps.
Aggro deck I'd take the enrage, it hits me for one but helps me get stuff out faster to be more aggro
Edited by YwingscumKylo is going to be the primary target for your opponent 99.99% of the time. Helping them by playing him at 10-11 hp instead of 12 won’t feel great. It’s also more likely to be a dead draw late when Kylo has gone down.
Logistics is slower, but with a less painful cost and will be live later into your games.
And gokubb is also correct on Clash. You can do either half independently.
58 minutes ago, RJM said:Kylo is going to be the primary target for your opponent 99.99% of the time. Helping them by playing him at 10-11 hp instead of 12 won’t feel great. It’s also more likely to be a dead draw late when Kylo has gone down.
Logistics is slower, but with a less painful cost and will be live later into your games.
And gokubb is also correct on Clash. You can do either half independently.
Just to clarify on Clash: while both effects are independent of one another, both are mandatory. If you are able to turn one of your dice to a melee side, you must, but this is not required in order for you to turn an opponent's die showing melee to a blank side.
You guys are torn just as I am. I have enjoyed playing enraged more for the instant gratification and consistency early on. There really is no such thing as a dead draw in this game because re-rolls are almost always needed.
How badly do you need that cash? Enraged is great for the consistency. But you're running two kylo dice so I would avoid unnecessary damage like the earlier comment pointing out that you are helping your opponent here. I also don't want to play logistics when both kylo and grevious have high damage sides on their dice. I would much rather run logistics with someone like Ciena who has two resource sides and cheap point cost (relatively speaking).
With out the extra cash this deck is really slow and a bit crippled. So one is going in, either Logistics or Enraged. I have only played this deck a few times but I have always been wanting for resources and have even had to either save a dollar just in case or re-roll.
What about alternate routes for resource generation/conservation? Like Imperial HQ, that can save you some money on Grevious’ expensive Damage dice. Electrostaff does the same (but I’m sure you’ve already got that). Or if you’re playing fast and claiming consistently, you could use Moisture Farm to drum up that third resource for the next turn’s upgrades.
Between Logistics and Enrage I’d take Logistics. Grevious should die last, so the ‘spot a Red’ will remain useful longer than ‘Damage a Blue.’
Sounds like decent advise. I have been using Rebel War Room but it seems to be a bit counter intuitive. the only problem with any battlefield is that this deck usually loses the battle field war in the beginning of the game. So you can't rely on that option. With it being a 3 dice character deck maybe logistics is the better choice to save Kylo. What is everyone's opinion on Force Speed? I have been considering the option of being able to resolve a resource and then resolve damage faster. With using Imperial HQ and Electrostaff, for resolving damage (FS) could help with early mitigation or event usage. I don't see many people running this card anymore. I know it gets hit pretty easily these days but it still seems so good. My current upgrades are Force Illusion, Electrostaff, Shoto, Vibroknfe, Crossguard, and Baton. So not sure where it would go.
Insidious is always an option if you can get it out first turn. I run it in a rainow vehicle deck not competative but fun to play . Its a little slower but can set you up.
Hmm, Interesting.