Bantha Bob Imperial High Command Beat Down
Bantha Bob Imperial High Command Beat Down is a Dark constructed list published on Game Players Network.
Deck info
- Player: Bantha Bob
- Published: 27 October 2002 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS2
- Side: Dark
- Starting Card: Set Your Course For Alderaan
- Strategy: Set Your Course For Alderaan
- GEMP Importable deck: Download (omits We'll Let Fate-a Decide, Huh?, Imperial-Class Star Destroyer (V) (Virtual Set 2: Our Most Desperate Hour), Molator (V) (Virtual Set 2: Our Most Desperate Hour), I Find Your Lack Of Faith Disturbing (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)
Introduction
Description:
This deck offers plenty of Force generation for you, and very little for your opponent while packing plenty of destiny adding. A rating for this deck would be appreciated.
The published list has 69 cards.
Decklist
Strategy
Strategy:
The strategy for this deck is simple, go to where your opponent is and beat the crud out of him, and if he is playing an interrupt heavy deck, take out Allegations Of Corruption and then start draining at Kiffex, Rendili, and Back door.
On your first turn, before you activate, search your deck for Rendili (per You Cannot Hide Forever & Mobilization Points), and Back Door (per Conduct Your Search). After you have those send You Cannot Hide Forever & Mobilization Points to your lost pile to take Imperial Arrest Order into hand, then activate. Deploy Rendili first, it’s in there to help generate some safe force although you can use it in conjunction with virtual Fear Will Keep Them In Line and/or Admiral Chiraneau if needed. Hold on to Back Door as it is only a back up in case your opponent doesn’t put down any decent spots for you to take control of and drain, you can always chuck it to a force drain if you have to. After that, put down imperial arrest Order to get those docking bays out and try to deploy the Coruscant dock last so you can cancel your opponent’s force generation there if he has it out. Early in the game use your Imperial Commands and virtual Come With Me to pull you Admirals and Generals thus eliminating low destinies and putting characters in your hand. Try and get Piett out early so you can pull the admiral’s order to give you star destroyers some immunity to attrition and a deploy bonus to your pilots. After that most of the characters have built in destiny adders so you can put just a few characters down and make multiple draws that will knock out your opponent’s characters, starships, and vehicles. Use the interrupts and defensive shields to protect yourself. Even if your opponent grabs Imperial Command with A Tragedy Has Occurred, or something of the like, you are generating enough Force to pay for it easily. As a matter of fact this deck pays for anything easily including Battle Plan or Executor if you want to put it in.
The deck doesn’t have any spy or Landing Claw defense, but I have found I don’t really need it. You could throw in a Trample to take care of spies on the ground and an interrupt or character to cancel Landing Claw if you are that worried about it. If you under deploy somewhere it’s not really a big deal for this deck as it has easily come back from that, however over deploying is something that could be more difficult to overcome.
I have played this deck for quite some time now making small changes here and there, and so far it has only lost twice that I can remember. I would like to maybe get some retrieval in this deck and I thought Gardulla The Hutt on the Death Star or aboard a star destroyer would be my best bet. Even though that retrieval is slow the steady drip could keep you alive.
Appreciative of any comments, suggestions and ratings.
See also
Sources
- Imperial High Command Beat Down (Wayback, 20051102154456)
- GPN Star Wars Decks page 47 (Wayback, 20050430203312)