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DT Duels: General Grievous
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Re: DT Duels: General Grievous
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Comment
robertmmoore1968
#1
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Dark Lord of the Sith
Posts
: 1630
Jun 6 09 9:08 PM
Scott, I only read the first part of your post introducing the deck. I have this deck and was very dissapointed at how weak Grievous was. I will not read your imput so as to give you my fresh opinion. After this post, I will then go back and read your imput to see how our thoughts compare.
The weak spots have been identified in
red.
Cyborg Grievous
HP:
16
, Blue
Magnaguard Droids x2
HP:
5
, Minor Melee
Power Combats
DOOKU'S TRAINING x3
A7, Draw a card.
ANNIHILATOR BLASTER x3
A[STAR]: Play this card face-up. You may play any basic combat card (face down) against a target at long-range as if Grievous has a blaster. Draw a card.
COWARDLY DEFENSE x2
D0*, *If any Magnaguards are alive, Grievous exchanges places with one of them and takes no damage. Instead the moved Magnaguard takes the attack and may defend as normal.
Special Cards
GENERAL'S ORDERS x2
Move Grievous up to 6 spaces. Then move Magnaguard 1 up to 4 spaces and move Magnaguard 2 up to 4 spaces.
TWIRLING SABER CHARGE x2
Move Grievous up to 3 spaces. Any characters adjacent to a space in Grievous' path receive 2 damage each (includes starting and ending spaces, and only once per character).
Ok, I did not want Grievous to destroy everyone, I just wanted him to stand a chance against some Jedi/Sith, which he could not do. I was so dissapointed. From the top down:
With as weak as this deck has been for me, one way to help out would be to give the General or his droids (or both) another HP. With the current build for COWARDLY DEFENSE, 5 HP will not last too long.
ANNIHILATOR BLASTER x3
This card lets the target know that the worst that can come is a 5/1. But to play this one at range you have to do this:
1 Draw this card
2 Play this card (Your foe now knows that a 5/1 at worst is coming at range)
3 Play a basic card too. The card draw you get cancels this out so that leaves you with actions 1 and 2 above. Compare to a basic card:
1. Draw a basic
2. Play a basic (your foe does not kow this is a basic. He could be afraid of the A7 and waste a precious Power Defense card)
The card is just too predicatable and is no better than a basic card anyway. The range helps, but the loss of surprise cancels it out.
COWARDLY DEFENSE x2
Neat idea, but late in the game this card will only save you from ATE when you play it without your droids and you take 3 damage. Also, a power defense of say, D4 would be better than this. At least then you only burn one card and you will block most attacks. But in its current form, this card makes you do the following:
1. Draw this card
2. Play this card
3. Play a Magnaguard basic or possibly lose him
Now this card does allow a nice movement perk with the space exchange, possibly setting up a TWIRLING SABER CHARGE, but you again don't get much for this talent card.
GENERAL'S ORDERS x2
No attack for this card with a x2 frequency means two cards that cannot hurt anyone. Sure, you might be able to reposition your Droids or set a a TSC, but at 2dd, that is not much to set up. With the previous two cards and this one on top of that, that is 3 weak talent types in a row, that is 7 of your 12 talent cards looking pretty feeble thus far.
TWIRLING SABER CHARGE x2
2 dd to all along a path of only 3 spaces is not helping much. That now brings us up to 9 of you 12 talents being of limitted value. DOOKU'S TRAINING is the only thing this deck has going for it.
Now Scott, before you send me a scorpion via Priority Mail from Texas, with all the negative things I have said, I still like the basic layout of the deck. This deck truly captures the flavor of Grievous well. The card names are excellent. It has some good movement and the potential for some good combos, it is just that the individual cards are under-powered.
"3 men can keep a secret as long as 2 of them are dead."
Ben Franklin
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