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Marshallmanna

Ammo Belt

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I was hoping the FAQ just released would clarify or change this. I appreciate control being a thing but I believe this particular combo is asking too much of damage decks. Mill decks won't take that long to deck you, and now you have to deal a minimum of 11 damage that must be placed correctly. 

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29 minutes ago, Striker McBain said:

I was hoping the FAQ just released would clarify or change this. I appreciate control being a thing but I believe this particular combo is asking too much of damage decks.

This combo is not an isse when you have decks that can kill 2 characters within the first 2 turns...

Furthermore:

- It takes 4 slot of your deck (if you put less copies, you won't see it in time)

- It is quite resource-wise intensive (4 resources is nothing to sneeze at, especially in the first 3 turns of a game)

Mill decks won't take that long to deck you, and now you have to deal a minimum of 11 damage that must be placed correctly. 

Even the fastest Mill/Discard deck will need at least 4 turns to leave you without cards and 5 turns to win, actually.

Edited by blackholexan

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On 5/2/2017 at 6:22 AM, blackholexan said:

This combo is not an isse when you have decks that can kill 2 characters within the first 2 turns...

Furthermore:

- It takes 4 slot of your deck (if you put less copies, you won't see it in time)

- It is quite resource-wise intensive (4 resources is nothing to sneeze at, especially in the first 3 turns of a game)

Even the fastest Mill/Discard deck will need at least 4 turns to leave you without cards and 5 turns to win, actually.

So you saying that card combo forces you to play an aggro deck? well that freaking sux... 

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Aggro decks force you to play aggro decks. This combo has nothing to do with it. The number of 2 cost damage dealing upgrades and the ability to action cheat damage resolution is why aggro is the only way to go. Until control cards get a similar way to not cost an action window, then cards like Second Chance/Ammo Belt will be nice, neat ideas, but hardly meta-defining.

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Keep in mind, Second Chance plus Ammo Belt takes up two upgrade slots so that character has a maximum of three dice. So yes, you double your hit points, but by the time you do that, Jango Fett is already pitching 10 damage per turn from IQA-11 Blaster Rifles and Jetpacks, and even if you're elite Han Solo, you're probably only rolling 2-4 damage per turn.

And, like everyone's already said, it costs 4 resources and there's no guarantee you'll get both cards early enough in the game.

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I have a Jango, Veers deck that normally has killed the opponent by turn 3.  

Going against a mill deck is the only real threat.  Han, Rey will beat me about 27% of the time. Ammo belt on Han with second chance will drastically change that I can bust threw a second chance with ease but the second one will give a hero just enough time to grab victory.

Edited by ozmodon

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I think it is combo that is worth hoping it will work. Not something to build your deck around just another tool in the tool box. I would possibly take three slots for the cards but no more. Either one can be used for dice rolling fodder.

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27 minutes ago, DJRAZZ said:

I think it is combo that is worth hoping it will work. Not something to build your deck around just another tool in the tool box. I would possibly take three slots for the cards but no more. Either one can be used for dice rolling fodder.

With just 3 slots, the combo is not that reliable in my opinion.

Even in a deck that burns its own deck quickly.

You get both second chance and ammo in your hand nearly at the same time (or ammo at least a turn later) or ammo is a waste of space.

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