100000101 Shadows of the Empire: Version 1.0

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100000101 Shadows of the Empire: Version 1.0 is a Dark constructed list published on Game Players Network.

Deck info

Introduction

I had never seen this objective played, and I wondered why, so I decided to try it out myself.

Decklist

Objective

Character

Device

Weapon

Starship

Location

Effect

Interrupt

Admiral's Order

Strategy

First of all, let me say that I welcome criticism as long as it is constructive.

The strategy for this deck starts even before starting hands are drawn. With your starting interrupt, pull the Detention Block Corridor, a bounty hunter, and his ship. It's up to you as to which bounty hunter to pull, but I prefer Fett. If you wanted a weapon right off the bat, you might go with Dengar, Bossk, or Snoova. After that, draw your six more cards and look at your hand. Chances are that you either got at least one Twi'lek Advisor. After you activate, use Twi'lek Advisor to search for Begin Landing Your Troops, or, if you already have that, pull All Wrapped Up, instead. These two cards are crucial to this deck; so much so that you shouldn't lose cards off the top of your deck until you are able to get them both on table. (Hopefully, with four Twi'lek Advisors, it shouldn't take too long.) Next, deploy the effect you just pulled, deploy the Coruscant Docking Bay and Detention Block Corridor, move Xizor there, and draw the rest of your Force.

On your second turn, deploy the Death Star Docking Bay and enough characters there to protect Xizor. Move Xizor to the docking bay, and take a look at your Force pile with the objective's text. Once you have enough characters at the docking bay to avoid getting beaten down, stop deploying (except for The Emperor. If you get him, put him down, and move him to Xizor's site! Also, don't deploy Boba Fett yet. Save him for a later beatdown and capturing session.

The basic idea of this deck is to wait for your opponent to deploy somewhere, then drop a Bounty, Fett and another bounty hunter or two. Battle, draw three battle destiny, and capture the characters your opponent forfieted to satisfy the attrition. For those hard-to-capture Jedi Masters (who don't even flinch at a 25-attrition battle), use either Hidden Weapons, or Dengar's Modified Riot Gun. By being able to look at the top few cards of your reserve deck, you can almost always capture the characters you want to.

Next, bring those captured characters to the Detention Block Corridor and retrieve Force. Also, you can use IT-O to add a bunch to your Force Drains at the Corridor. (Using IT-O and Hypo, I have been able to drain for six at this non-battleground site!)

All of this capturing will be made much easier by the fact that you will be starving your opponent of Force icons. You only give away one or two of them the entire game. Add to this the Come Here You Big Coward defensive shield, and you make it harder for them to drain at your sites.

Now, some reasons for why I chose the cards I did.

Any Methods Necessary: Not only is it your starting interrupt, but it lets you activate one Force at any time. This can be important when you look at the top three or so cards of your Reserve Deck with your objective, and the card you need for weapon destiny is the SECOND card. Simply play Any Methods Necessary and activate that one Force. Problem solved.

The Emperor: While more expensive than Emperor Palpatine, he adds to attrition when with Xizor.

Hypo: If you have a captive and are good at thinking of questions, you can find out if that dreaded beatdown is coming, or pretty much anything else you want to know about your opponent's hand. The "increase Force drain" part is pretty good too.

Bossk's Mortar Gun: You may say, "Why? It's expensive to play, expensive to fire, and it's so uncertain." That isn't a problem when you have the capability to get an advanced look at your weapon destinies.

Thermal Detonator: A) last ditch effort B) increases Force retrieval (much preferred over A)

Hidden Weapons: Great for capturing, hitting, or killing basically any character you want. Makes a good surprise. Use with objective's battle phase text.

Projective Telepathy: Adds insult to Force choke. Enough Said.

Voyeur: Did your opponent just use a crucial interrupt on you? Play two of these at once and make them lose Force equal to double the number of that interrupt you find there.

Double Back: Don't use the search text. Wait for your opponent to kill a really important bounty hunter (Fett, Bane Malar).

Battle Order Shield: See Projective Telepathy

Finally, here are some common matchups that you might face.

There Is Good In Him/I Can Save Him

This matchup could be a little difficult because you don't want to capture Luke. Try to make your opponent lose him to attrition. If you can eliminate Luke, you should be able to dominate the other characters.

We'll Handle This/Duel Of The Fates

This one shouldn't be too hard. Just play the I Find Your Lack Of Faith Disturbing Shield and capture their Jedi. If, on the other hand, you don't want to go to Naboo, use Enter the Bureaucrat to limit their Force drains and Weapon Of An Ungrateful Son to get rid of their lightsabers.

You Can Either Profit By This.../...Or Be Destroyed

Using their objective, play Boba Fett, Bounty Hunter and Bane Malar to the Audience Chamber. Pull Dengar and his equipment with Any Methods Necessary. This should allow you to capture the important characters that come to rescue Han.

Hidden Base/Systems Will Slip Through Your Fingers

You probably don't have as many starships as they will, so use the ones you have wisely. Play your Admiral's Orders card and use the fact that you can move during your control phase to your advantage. The immunity to attrition doesn't hurt either.

Once again, any comments or suggestions are aprreciated.

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