I've finished playtesting my Reek deck and boy was I surprised. The deck was a monster deck that made quick work of both Dooku and Mace. Jango of course, never had a chance.
Some things I noticed:
-Three 4-defends are HUGE. Reek has a Brown deck, and was augmented with three "Tough Hide" cards "D4, Draw a card". I gave him 15HP as well, which I thought would end up being ok, but a total of five 4-defends almost ensured he'll be able to block every big attack with a 4-defend, making it really difficult for the opponent to take him down.
-Reek has too much movement. Charging Attack is a huge card. It allows him to hunt down anyone trying to get away and with a huge attack value to boot. Combine that with the Trample card and it's nearly impossible for his opponents to stay away (not what I was intending). The movement combined with the Head Butt card (opponent loses an action) allows Reek to take major advantage of someone trying to retreat away to stockpile.
So, I made the following changes, and the deck is much more manageable. It doesn't win as often, but it's Reek...so he shouldn't be winning every time.
Major: Reek
HP: 15, Brown
Minor: Picador
HP: 3, Weak Melee x2
Power Combats:
-Head Butt, A5 x3
Opponent controlling the defending character loses an action on their next turn.
-Picador Coaxing, A2* x2
*Add 3 to the attack value for each Picador still in play.
-Charging Attack, A9* x1
*You must play this card face-up. You may move Reek up to 4 spaces prior to attacking.
-Tough Hide, D3 x3
Draw a card
Specials
-Trample x3
Move Reek up to 3 spaces. If Reek ends movement adjacent to a character, that character receives 3 damage.
Some things I noticed:
-Three 4-defends are HUGE. Reek has a Brown deck, and was augmented with three "Tough Hide" cards "D4, Draw a card". I gave him 15HP as well, which I thought would end up being ok, but a total of five 4-defends almost ensured he'll be able to block every big attack with a 4-defend, making it really difficult for the opponent to take him down.
-Reek has too much movement. Charging Attack is a huge card. It allows him to hunt down anyone trying to get away and with a huge attack value to boot. Combine that with the Trample card and it's nearly impossible for his opponents to stay away (not what I was intending). The movement combined with the Head Butt card (opponent loses an action) allows Reek to take major advantage of someone trying to retreat away to stockpile.
So, I made the following changes, and the deck is much more manageable. It doesn't win as often, but it's Reek...so he shouldn't be winning every time.
Major: Reek
HP: 15, Brown
Minor: Picador
HP: 3, Weak Melee x2
Power Combats:
-Head Butt, A5 x3
Opponent controlling the defending character loses an action on their next turn.
-Picador Coaxing, A2* x2
*Add 3 to the attack value for each Picador still in play.
-Charging Attack, A9* x1
*You must play this card face-up. You may move Reek up to 4 spaces prior to attacking.
-Tough Hide, D3 x3
Draw a card
Specials
-Trample x3
Move Reek up to 3 spaces. If Reek ends movement adjacent to a character, that character receives 3 damage.




