Cam Solusar Asteroids Do Not Concern Me, Admiral-------reviews would be great

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Cam Solusar Asteroids Do Not Concern Me, Admiral-------reviews would be great is a Dark constructed list published on Game Players Network.

Deck info

  • Player: Cam Solusar
  • Published: 29 October 2002 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS2
  • Side: Dark
  • Starting Card: Big One: Asteroid Cave Or Space Slug Belly
  • Strategy: Big One: Asteroid Cave Or Space Slug Belly
  • GEMP Importable deck: Download (omits Admiral Motti (V) (Virtual Set 2: Our Most Desperate Hour), Imperial-Class Star Destroyer (V) (Virtual Set 2: Our Most Desperate Hour), Black 2 (V) (Virtual Set 1: Legacy): not in GEMP)

Introduction

Asteroids

Force Drains

Beware

The published list has 57 cards.

Decklist

Character

Device

Weapon

Starship

Location

Effect

Interrupt

Strategy

Strategy:

Start out with Sullust and get Star Destroyers and asteroid fields out. Once I get out several asteroid fields and Big One at a system I can really start force draining.

With three asteroid fields, big one, and a system I can force drain for three at big one, one at each asteroid field, and more at the system itself. With the power of star destroyers and the support of the TIE’s I can afford to split them up among the locations without sacrificing battle strength. The light side, with (excluding the unique Mon Cal cruisers) mostly weaker ships, can’t afford to stand alone like this.

I utilize the high armor value of Star Destroyers and the large number of them in this deck to stay alive in the asteroid fields. I have found that with the relatively low defense value of light side ships that they can’t survive long. Even Red 5 with Luke and R2 (maneuver 9) is lost when an asteroid field is drawn for asteroid destiny.

If the opponent tries to control the system and system and force drain in return, I can simply sit at the respective asteroid fields and cancel the drains.

Card Explanations:

Mobilizaitons Points: gets the executor out early

Executor: High deploy but high armor, good for avoiding asteroid mishaps

Avenger: normal star destroyer with asteroid destiny reduction of two. A good choice to sit at big one and force drain. Won’t have to deal with too many battles.

Accuser: lower power and armor but can get out during opponent’s turn as a ‘react’ for reduced force.

Stalker, Visage: higher armor than normal impstars

Conquest, Devastator, Generic imp-class: I can use these as back up force draining power or use them to beat back opposition at the systems

Chimaera: with Thrawn and Pellaeon, this ship is armor 8, ideal for maintaining presence in asteroids. Also a good battler, with added destinies

Tyrant: deploys for one less in a pinch

Death Squadron Star Destroyer: immune to attrition <4, which is good in battle, but deploys for one more.

Scythe Squadron TIEs: added maneuver, and ability of two make these TIEs ideal for supporting star destroyers, especially among the asteroids

TIE Interceptors: good power and maneuver, again, good support for the impstars

Ion Cannon: if the opponents ships are destroyed by asteroids, why not make it a clean hit? The ion cannon can reduce the defense values of enemy ships, making them more easily hit by asteroids

Homing Beacon: I put this in my deck to combat the attach-a-starfighter-to-a-star-destroyer-with-landing-claw-and-cancel-all-the-force-drains strategy. If the opponent do decide to attach their y-wing to my star destroyer with landing claw, I move the impstar to a location with a lot of its buddies and use the beacon. Suddenly there is one y-wing opposed to a half dozen star destroyers. A very irritating card under the right circumstances.

R3-T6: What’s scarier than the Executor you say? The Executor with a hyperspeed of four. R3 increases the range of this most terrifying card, giving it as much mobility as the Accuser or a normal Victory class star destroyer

Thrawn: great on the Chimaera, adds destiny

Pellaeon: Helps Thrawn get onto the Chimaera cheap

Piett: Takes a commander into hand,

Brandei: helps bring TIEs into your hand

Daroe: in a pinch, he helps bring out impstars

My best friend has found this deck particularly devastating. One time he had his Outrider. Falcoln, and a couple corvettes

going against my Impstar. Outrider and Falcon, as well as one of the corvettes, got hit by asteroids, and I beat up on his single remaining corvette in a later battle.

How would this deck stand up in tournament play?

See also

Sources


References