In G1 when you used Leia action, instead of attacking with A-wing, you could have run fighters into bodi and k2 into greedo trampling for 3 and removing his board making all surprise strikes dead and cunnings much worse
I know you chat about what you're doing with For a Cause for fun, but vs Thrawn specifically, it's a way to change your top card so they don't know what's there anymore since you don't have to reveal which order you put the cards back in. Just don't want new players to get confused on how For a Cause works.
Tarkin Town more like Trashkin Town. I played Leia at a Showdown going 2-3 (beating Boba Green and Boba Blue). Lost to Sabine and Boba Yelllow and a Han Green and in at least Boba and Sabine the extra 5 life wouldve allowed me to either stabilize or take the win the turn after. Leia is so good at keeping initiative and Tarkin Town goes against that entirely
Everyone is saying the +5 hp from not Tarkintown would have helped and I'm just over here screaming at my TV. What would have helped is killing his units when he was able. Maybe that's what he wants but... You are not the beatdown. You can't let any if his units live. For A Cause is a trap and while it's fun to see mono Heroism automatically deal 8 at the end of a game because he ripped two of them, you have to jump through shitloads of hoops to make that happen. You have to actively ignore his units for damage for FAC to even have a CHANCE to get there, because 4 damage is not that much against 30 HP, you have to cut any mono red units (Two Tubes, Wolffe) which would make the deck faster, and you somehow have to not get Cunning'd. Like... Nobody I play with seems to understand the concept that loading your deck up with 3 costs is really, REALLY bad. Two one drops you can play on turn 1. Two two drops on turn 3. Two three drops? You're all the way into turn 5. And you've wasted two resources. I dunno. Cunning at 4 because he has a yellow base seems brutal no matter what you're doing. But I guess I just look at the game differently having come from Magic.
In G1 when you used Leia action, instead of attacking with A-wing, you could have run fighters into bodi and k2 into greedo trampling for 3 and removing his board making all surprise strikes dead and cunnings much worse
@0:00 Intro
@2:40 Game 1
@14:00 Game 2
(@14:50 - 19:01 Rude Interruption + Acolyte + Next Set Spoilers)
@29:00 Final Thoughts
Greetings from Spain. Enjoying the content from creators across the ocean
Love the videos! Weekend is having a good start!
I know you chat about what you're doing with For a Cause for fun, but vs Thrawn specifically, it's a way to change your top card so they don't know what's there anymore since you don't have to reveal which order you put the cards back in. Just don't want new players to get confused on how For a Cause works.
Tarkin Town more like Trashkin Town. I played Leia at a Showdown going 2-3 (beating Boba Green and Boba Blue). Lost to Sabine and Boba Yelllow and a Han Green and in at least Boba and Sabine the extra 5 life wouldve allowed me to either stabilize or take the win the turn after.
Leia is so good at keeping initiative and Tarkin Town goes against that entirely
Solo Justin was hilarious
Game 2 you should have Tarkin Towned cell block guard
Doesn't work. Tarkin Town requires a damaged unit.
Everyone is saying the +5 hp from not Tarkintown would have helped and I'm just over here screaming at my TV.
What would have helped is killing his units when he was able. Maybe that's what he wants but...
You are not the beatdown. You can't let any if his units live. For A Cause is a trap and while it's fun to see mono Heroism automatically deal 8 at the end of a game because he ripped two of them, you have to jump through shitloads of hoops to make that happen.
You have to actively ignore his units for damage for FAC to even have a CHANCE to get there, because 4 damage is not that much against 30 HP, you have to cut any mono red units (Two Tubes, Wolffe) which would make the deck faster, and you somehow have to not get Cunning'd.
Like... Nobody I play with seems to understand the concept that loading your deck up with 3 costs is really, REALLY bad.
Two one drops you can play on turn 1. Two two drops on turn 3. Two three drops? You're all the way into turn 5. And you've wasted two resources.
I dunno. Cunning at 4 because he has a yellow base seems brutal no matter what you're doing. But I guess I just look at the game differently having come from Magic.