Bane Malar Bringing out the red
Bane Malar Bringing out the red is a Dark constructed list published on Game Players Network.
Deck info[edit]
- Player: Bane Malar
- Published: 11 February 2004 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Theed Palace
- Side: Dark
- Starting Card: Bring Him Before Me
- Starting Interrupt: Prepared Defenses
- Strategy: Bring Him Before Me
- GEMP Importable deck: Download
Introduction[edit]
My first deck posting!!! A BHBM guards deck I've been running for a while, and I'd like to tweak it a bit to make it tourney ready. Sorry, no shields because REF III is too darn expensive!
Decklist[edit]
|
Objective Character
Weapon Starship
|
Location
Effect
Interrupt |
The description says no shields are played.
Notes[edit]
- The Interrupts header says 11 but the list has 10, and the total is still 60.
- Posted Cloud City DB dested Cloud City: East Platform (Docking Bay) (the only Dark Cloud City docking bay); D*2 DB dested Death Star II: Docking Bay; Naboo DB dested Naboo: Theed Palace Docking Bay; Throne Room dested Death Star II: Throne Room.
- Posted YCHF combo / IAO combo dested You Cannot Hide Forever & Mobilization Points / Imperial Arrest Order & Secret Plans; Vader's Saber dested Vader's Lightsaber; Mara's Saber dested Mara Jade's Lightsaber.
Strategy[edit]
Disclaimer: There are no V cards b/c my friends are lazy and won't print them for me, and I don't own a printer. However any suggestions on which V cards to use would be appreciated!
Basic Overall Strategy:
Cancel drains with strategic reserves, set up beats with Vader + guards, retrieve with abyssin. In space, I know this deck is a bit vulnerable, but Thrawn on the Executor holds things down fairly well. Chiraneau's in their to add to your space drains. Besides IC, there aren't destiny adding interupts, but I feel they are unnecessary as guards defending battles add when armed with pikes. I haven't turned luke, but it's pretty fun to try!
First turn/early game:
Pull Palpy, Executor, Emperor's Power, and D*II db. Palpy goes home (Throne Room). Continue to pull the dbs and try and get a substantial force their ASAP, as the extra activation is very necessary. Obviously deploy Vader to a bg as quickly as possible.
Mid Game/End Game:
Cancel drains with SR, but remember to deploy the guards to Palpy's site...I lost a game b/c I forgot to do that once(darn it!!).
Try and get Kashyyk out and set the Executor up there with Chiraneau and Thrawn to get your drain of three on. Besides Vader + BFBH + Tarkin + Guards = fun beat squad, so go lay smack down on any of those pesky lightside ground characters. If you the opportunity to capture Luke, use RMF to get him to Palpy's site post haste. Other than, this is a pretty straight forward deck to play.
See also[edit]
Sources[edit]
- Bringing out the red (Wayback, 20051102154456)
- GPN Star Wars Decks page 10 (Wayback, 20050430203312)