100000101 Slimy! Mudhole! My home this is!
100000101 Slimy! Mudhole! My home this is! is a Light constructed list published on Game Players Network.
Deck info
- Player: 100000101
- Published: 11 March 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS3
- Side: Light
- Starting Card: Mind What You Have Learned
- Strategy: Mind What You Have Learned
- GEMP Importable deck: Download (omits Luke Skywalker (V) (Virtual Set 1: Legacy), R2-D2 (Artoo-Detoo) (V) (Virtual Set 3), Red 5 (V) (Virtual Set 3), Sai'torr Kal Fas (V) (Virtual Set 1: Legacy), For Luck (V) (Virtual Set 3): not in GEMP)
Introduction
Yoda deemed Luke not ready for Jedi training. Since young Skywalker can't seem to mind what he had learned, his sister is taking his place. This deck has won its share of games, but I am still looking for suggestions as to how to make it better.
Decklist
|
Objective Character
Device Weapon
Starship |
Location Effect
Interrupt
Jedi Test |
Strategy
I'll start out by saying that this is one of my favorite decks to play, owing to its great flexability in adapting to your opponent's strategy. This is possible because you do not have any non-Dagobah locations. While this may at first look like a bad thing, it allows you to deny your opponent those precious Force icons, and it also means that you don't have to be tied to your own locations, so that you can instead bring the fight to them.
Anyway, on to how this deck is played. As stated above, start Sai'torr Kal Fas (V) and The Way Of Things. The third effect is up to you. For instance, if you see that your opponent is playing a deck with a lot of direct damage, you may want to start YISYW&SA; to pull Honor Of The Jedi. On the other hand, if you see space, start Squadron Assignments. If I don't see either of these two, I usually start For Luck (V).
On your first turn, pull Dagobah: Training Area using the system's text. Also (assuming your opponent did not give you enought Force to play both DOS and Yoda) pull Yoda, Yoda's Hope, and Luke's Backpack from your deck, and play them all down to the Training Area. Use Training Area's text to pull Jedi test 1. Draw up, and don't forget to take another Jedi test into hand during your opponent's turn.
Before you even activate on your next turn, look for a third Jedi test. Next, activate and play Daughter Of Skywalker and another site (preferably Jungle) from your Reserve deck. Transfer Luke's Backpack to her, play Jedi test 1, and have Yoda climb aboard. Once again, search for another Jedi test during your opponent's turn (that should bring you up to four).
On turn 3, complete test 1, and play test 2 to the Dagobah: Jungle. This will allow you to play tests 3 and 4 on your next turn (since test 3 is automatically completed due to The Way Of Things). As usual, search for test 5 (and for test 6 during your opponent's turn).
Immediatly upon completing Jedi test 4, use it to search your deck and take R2 In Red 5 into your hand (if you don't have it already). Also you should have Traffic Control out by this time. On the turn you attempt test 5, simply use Traffic Control to put R2 In Red 5 back in your Used pile, and track it up through your deck. This will allow you to stack the starship on test 5, granting you a permanent 0 or 7 destiny draw whenever you should need it. Finally, test 6 is in there to simply do more damage to your opponent, or (if they let you duel Vader) to add battle destinies.
Now that I've spent six paragraphs adressing only about 15 cards, here is what all of the other cards are for. During the early game, try to find out what strategy they are playing, and avoid damage as much as possible by putting Projection Of A Skywalker, Honor Of The Jedi, and Great Warrior to good use. If you see a good beatdown opportunity do not neglect to take it. If you lose some characters, simply get them back when you flip your objective. Other than that, concentrate on training Leia as fast as possible (it should take about 6 or 7 turns if all goes well).
In the mid to late game, after flipping your objective, your mains will be ready to take on the world. It is at this point that I've Got A Bad Feeling About This comes into play to do huge amounts of damage to your opponent. To illustrate this, take the following example: You decide to play Lando, Scoundril and Twass Khaa against their total power of 12. You have less power than they do, so you use I've Got A Bad Feeling About This. You draw two battle destiny (both automatic 7's), and your power now shoots up to 25. Therefore, not only do they have 14 attrition to deal with, but their battle damage is doubled!
Another powerful mid to late game mechanic is Jar Jar. With a destiny 7 stacked on Jedi test 5, Jar Jar gains the ability to selectively kill almost any character he wants. Simply deploy him down to a site, initiate a battle, use his ability, and, if it succeeds, both Jar Jar and the character in question are lost, cancelling the battle. To protect against an unlikely failure, use I've Got A Bad Feeling About This To make sure you don't take any battle damage. The lost Jar Jar just goes to his personal Bacta Tank and comes back next turn.
Finally, I want to adress the apparent lack of starships. This may at first seem like a concern, but I have yet to meet a good space deck that does not play some sites. Even if the sites they play are not battlegrounds, use Jar Jar to deploy there anyway and beat down on the few characters they do have. After that, simply Force drain them to death at their own sites, and use your space forces judiciously. In the case of having to fight a space deck, put Luke Skywalker (V) in R2 In Red 5 and stack Luke Skywalker, Jedi Knight on test 5 instead.
Well, that's about it for the strategy. Any ratings would be appreciated. Any suggestions are always welcome.
See also
Sources
- Slimy?! Mudhole?! My home this is! (Wayback, 20051102154456)
- GPN Star Wars Decks page 34 (Wayback, 20050430203312)