Bounty hunter6 A New Level Of Education v.2.0 classic
bounty hunter6 A New Level Of Education v.2.0 classic is a Light constructed list published on Game Players Network.
Deck info
- Player: bounty hunter6
- Published: 10 May 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Coruscant
- Side: Light
- Starting Card: Mind What You Have Learned
- Strategy: Mind What You Have Learned
- GEMP Importable deck: Download
Introduction
Jedi Training...Good Deck...
Decklist
|
Objective Character
Device Weapon Starship
Location |
Effect
Interrupt
Jedi Test |
Strategy
This is a hard deck to set up but once you get it set up, it is nearly unstoppable.
Opponents Turn-
You might have yoda stew in your hand in the case that you do use it so you can deploy Leia next turn and get training started faster…I made my strategy report counting on not getting it…
First Turn-
Pull Training Area with Dagobah System. Then pull Home One Docking Bay. Pull Yoda and deploy him to training area along with Yoda’s Hope and Luke’s Backpack. Deploy and locations and effects. Draw up some cards to maximize test 5. If needed leave force for It Could Be Worse. Pull Test 1.
Opponents Turn-
Pull Test 2.
Second Turn-
Pull Jungle, then pull and deploy Daughter of Skywalker. Deploy Test one of Training Area, move Luke’s Backpack on Leia and put Yoda in it. Draw some more permitting the canceling the next force drain. Pull Test 3.
Opponents Turn-
Pull Test 4.
Third Turn-
Lets say I have 3 Dagobah sites out, that’s 3 + 5 (Luke’s Ability) + 1 (Yoda) +1 (Backpack) +1 (Yoda’s Hope) +1 (Wise Advice) = 12 so you need a destiny of 1 to complete all the tests are draw 2 choose 1. Pull Yoda’s Hut, deploy test 2 and 3 to Jungle. Move Luke over to Bog Clearing, if opponent moves test 2 then you should have enough landspeed to get there because of The Way of Things, but they usually don’t, it has to be at the beginning of your move phase so if you move Luke fast you’ll be fine. Pull test 5.
Turn Four-
Now I have 4 Dagobah sites out, that’s 4+5+1+1+1+1=13 so again I have to draw a one. If test 2 and 3 are at different locations pull and deploy swamp and test 4 and 5 there and move guys back to test 3. Otherwise move guys to test 4.
Turn Five-
This turn make sure all force is activated; maybe 10 left wouldn’t be so bad. Now I have 5 Dagobah sites out, that’s 5+5+1+1+1+1=14 so I still need to draw a 1. Test 4 is complete and 5 are started. Use Thrown Back and put one or two 7’s down so I can track them. Next turn I draw a 7 and that’s the destiny I use for the rest of the game. Immediately retrieve 10 force. Then I can use on the edge as many times as I need to retrieve 6 force a turn. Every turn I can retrieve at least 6 force.
Characters
All the other characters have easy weapon hits and are just powerful.
Jedi Tests-
Test 1- All opponents force drain bonuses are canceled
Test 2- Apprentice is power +1 and opponent needs 6 or more ability to draw a destiny.
Test 3- Subtract 1 from all of opponent’s destiny draws.
Test 4- May pull any card from reserve deck (use 2 force)
Test 5-Apprentice is immune to attrition <4. Draw 2 destiny and place 1 on apprentice. Whenever you are about to draw a destiny use this destiny number (which remains on apprentice for re-use).
Use Surprise Assualt on anything that drains on ground (pretty much) once I made my opponent lost 28 force right after I completed test 5 because of that card.
Once you get this deck set up it is nearly impossible to shut down, unless you have a really cheap deck. I’m sure this deck will be a lot better once v set 5 comes out. Thanks for the ratings.
See also
Sources
- A New Level Of Education v.2.0 classic (Wayback, 20051102154456)
- GPN Star Wars Decks page 26 (Wayback, 20050430203312)