"There is a sense of satisfaction in looking at your men all ready for the fray"
-- W. Somerset Maugham
DURGE
Theme: Ranged attacker with a melee game and big healing
Path to Victory: QUICK DRAW + WALKING ARSENAL + ROCKET RETREAT; play 2 GEN’DAI REGENERATIONS on any one turn
Strengths: No-action ranged attacks, very high healing potential, hit-and-run ability
Weaknesses: Low HP, fairly weak defense, weak minors
Strategy: Stay away, move in, stay away
Durge
15 HP
22 cards
Yellow Deck
2x IG Assassin Droids
4 HP each
9 cards
Weak Ranged Minor Deck
Durge – 12 Talent Cards
3 x Quick Draw
A3. Does not count as an action.
3 x Gen’Dai Regeneration
Durge recovers 3 damage. If this is the second Gen’Dai Regeneration played this turn, Durge recovers 1 additional damage. Draw a card.
2 x Rocket Retreat
A4. After attacking, move Durge to any space on the board.
2 x Walking Arsenal
A5. If target is adjacent, taget takes additional 2 points of damage.
2 x Plasma Shield
D4*. *If attacker is adjacent, defense value is 6.
Playing Durge: Durge can have a great game where he hits hard, runs, defends, and heals. Alternatively, he can have an awful game where he is ineffective offensively with short longevity. Durge’s offensive arsenal can be effective at a distance but is only truly dangerous up close, where he can use ROCKET RETREAT to get away. He has low HP and mediocre defense but has great healing that can combine with a hit-and-run game. Be careful stepping out since he doesn’t have a lot of hit points or defense. It’s great when you can play 2 GEN’DAI REGENERATION cards on the same turn, but you shouldn’t hesitate to use 1 at a time if you need to.
Playing against Durge: Note that he has a lot of healing so when you wound him, you want to try to finish him off immediately. Durge has a Yellow deck and weak minors, so even with power defense, he is limited against a barrage of attacks, especially from ranged combatants. It is best to kill him before he can launch a big attack, which he typically does at melee range.
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