100000101 Are You Choking v1.0 (TRM)
100000101 Are You Choking v1.0 (TRM) is a Light constructed list published on Game Players Network.
Deck info
- Player: 100000101
- Published: 10 December 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS3
- Side: Light
- Starting Card: Yavin 4: Massassi Throne Room
- Strategy: Yavin 4: Massassi Throne Room
- GEMP Importable deck: Download (omits For Luck (V) (Virtual Set 3), Escape Pod (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)
Introduction
I know I’ve been away from GPN for a while, but here’s a light side deck for you to chew on (pun intended).
Decklist
|
Character
Weapon Starship Location |
Effect
Interrupt |
Strategy
Probably the best way to explain this deck is to go through it card type by card type. First of all, all locations were chosen to severely Force choke my opponent (hence the deck title). In fact, even with every location on the table, I am only giving away one Force icon (since Strike Planning cancels the generation at Endor). Further, all the locations are pullable except the Home One: War Room. The pulling chain goes like this: First turn, use Strike Planning to pull Rieekan, Insurrection to pull a docking bay (preferably Home One), play Rieekan, use him to pull either Navender (if you have 2 extra Force to play him) or the Hoth: War Room. Turn 2: Insurrection pulls the other docking bay, Rieekan pulls a Hoth site or Navender, and Navender pulls Endor. Third turn: Rieekan pulls whichever Hoth site you haven’t gotten yet. Also, by this time you should have drawn one of the three Escape Pods, so you can pull the Hologameboard with that. At this point you are activating 11 Force while giving away only 1. If you do pull the Home One: War room, you get an extra 2 Force, and you can move Rieekan and Navender (who draw a battle destiny by themselves; how nice) there to make the Home One itself cheaper and stronger.
The characters are pretty much divided into three categories: battling, spies, and moving cards around the table. The battling characters are pretty self-explanatory. Just remember to use First Strike when you start battles with them. The two spies are cheap to deploy and are there for use against decks like Hunt Down or Bring Him Before Me. Of the four cards in the last category, two (Rieekan and Navender) have already been explained, and the other two (the droids) should be easy to understand.
I won’t even bother with weapons. As for starships, Home One seemed a good choice for a ship to support HCF because you can easily get the power +3 and deploy –5 on the war room most of the time. Also, the immunity to attrition is nice.
Now, we get to the fun part: the red cards. While the Projections can be used to stop drains if you absolutely need them for that, they are much better when used to drain at the Holotable (deploy one on table to increase drains and one at the site to do the draining). Revo should be obvious (choke). For luck is in there for the relatively high destiny number and because most of your locations are non-battlegrounds. Restricted Deployment, Goo Nee Tay, and Wars Not Make One Great form a family of cards centered around making your opponent pay for all kinds of things. (Throw in a Battle Plan defensive shield just to make things worse. Remember that Endor is still a battleground; even though your opponent’s generation there is cancelled, the Force icons are still there.) Thrown Back is there both for cycling and to further choke your opponent’s hand. Flash Of Insight (V) is just a great card (enough said). Finally, YISYW is there to pull Honor, and it can be started instead of Draw Their Fire against decks when you may need a fast HOTJ.
Finally, we get to interrupts. You probably looked at the card list and said, "FIVE Out Of Commissions???" No, I’m not insane. I have found them to be very useful against a number of deck types such as Watto, Hunt Down, BHBM, and AOBS. Furthermore, recycling, trackable, 5-destiny cards never hurt anyone either (just don’t get them grabbed). Escape Pods are there to pull my hologram stuff and because, like the OOC’s, they are easily recycled and tracked. The effect pullers and Tunnel Visions help get me set up fast, and A Jedi’s Resilience is there to save my saber toting characters (and it’s destiny 6). By the way, if you’re starting to notice a theme of high destinies, you’re correct. There are only 5 red cards (out of 25) that have destiny lower than 4.
Other than that, the basic strategy is to invade your opponent’s locations, beat on their characters, and drain them to death. If they go to space, that’s what the Battle Plan shield and your starships are there for. In any case, you should be able to make it too expensive for them to do much of anything to you. If they deploy to your locations, don’t worry because they won’t be going anywhere fast since it’s either too expensive to move or the sites aren’t related to each other. (You don’t have to worry about Elis either because Insurrection shuts that down.) This means you should be able to simply beat them down at your leisure. The only place you might have to worry about is the location where you stuck Navender and Rieekan. Even so, they shouldn’t be able to get a large enough force down in a single turn to cause substantial damage. After all, between the two of them, they have 10 forfeit.
Well, that about sums it up. Thanks for reading, and I hope this design inspires someone to try TRM for themselves. While it takes a lot of rares to make it work, it can be one of the most fun decks to play (and most frustrating to play against). As always, any comments or suggestions would be appreciated.
Responses-------
Cam Solusar: My original playtesting version of the deck did have an extra Tunnel Vision or two to help get stuff faster, but I didn't like the lower desiny that went with them, and I found that I could use practically everything I drew, so I trimmed it down a little bit. I will consider using Civil Disorder (V), although I'll have to find something I don't mind taking out. It's a pretty tight deck as it is. Thanks for the review.
See also
Sources
- Are You Choking? v1.0 (TRM) (Wayback, 20051102154456)
- GPN Star Wars Decks page 14 (Wayback, 20050430203312)