Bounty hunter6 A New Level Of Learning

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bounty hunter6 A New Level Of Learning is a Light constructed list published on Game Players Network.

Deck info

Introduction

Jedi Training at its best. My first try at it.

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.

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 Son of Skywalker and his Lightsaber. Deploy Test one of Training Area, move Luke’s Backpack on Luke 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 (Luke’s Lightsaber) = 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- If they are a little weak in air deploy han, chewie, and the falcon and play life debt that’s 4 destinies which is a 28. When life debt is used they are power 37 28 of which is to attrition. 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).


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.

      • Rating Feedbacks***

mrwaltdog - dude, I made a big mistake and forgot to post the tests...I corrected it...and to track my 7's I draw alot and if I dont get 1 of the 2 (which I usally do) I'll take 1 more turn and pull one with the fourth test...

See also

Sources


References