AdmiralThrawn36 Obi-Wan to Intruder Missiles

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AdmiralThrawn36 Obi-Wan to Intruder Missiles is a Light constructed list published on Game Players Network.

Deck info

  • Player: AdmiralThrawn36
  • Published: 28 November 2002 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS3
  • Side: Light
  • Starting Card: Cloud City: Guest Quarters
  • Strategy: Cloud City: Guest Quarters
  • GEMP Importable deck: Download (omits Red 5 (V) (Virtual Set 3), Han's Back (V) (Virtual Set 2: Our Most Desperate Hour), Leia's Back (V) (Virtual Set 2: Our Most Desperate Hour), Luke's Back (V) (Virtual Set 2: Our Most Desperate Hour), Return Of A Jedi (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

Strong in Space & Ground with the Ability to escape at will. Please rate! 1st Light Side Deck I’ve posted!

The published list has 61 cards.

Decklist

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Strategy

Basically the strength of this deck is its destiny draws. With 8 destiny 6’s that can for the most part be quickly recycled and at least 2 destiny 7’s (more with addition of Artoo in Red 5), this deck can put the hurt on even with a single destiny. A Few Maneuvers besides being a destiny card is not completely useless in space. It can help in battles, cloud sectors and asteroid sectors. Plus it is one of the easiest cards to recycle. The deck isn’t of especially great power so the destiny draws are of main concern. I can concentrate on either ground or space with the Light Side’s versatile characters while preventing the opponent from establishing any strong offensive power. Lift Tubes not only provide great destiny but allow to zip around preventing force drains and battles by reacting using Lift Tube Escape for the latter. Squadron Assignments allows me to get out the pilots and their ships much more easily. Intruder Missiles can be used with the Falcon and Outrider and therefore can be recycled into the deck for their main use of supplying high destinies. Once I have out most of my mains and ships, most of my deck will contain the high destiny interrupts that cycle through my hand. Simple but effective. Please rate and give me some card/strategy suggestions

See also

Sources


References