Cam Solusar The Art of War (TIGIH)
Cam Solusar The Art of War (TIGIH) is a Light constructed list published on Game Players Network.
Deck info
- Player: Cam Solusar
- Published: 7 August 2004 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS7
- Side: Light
- Starting Card: There Is Good In Him
- Starting Interrupt: Heading For The Medical Frigate
- Strategy: There Is Good In Him
- GEMP Importable deck: Download (omits Han (V) (Virtual Set 3), Princess Leia (V) (Virtual Set 6), 2-1B (Too-Onebee) (V) (Virtual Set 4), Yoda (V) (Virtual Set 5), Chewbacca, Protector (V) (Virtual Set 7), Mercenary Armor (V) (Virtual Set 7), Bionic Hand (V) (Virtual Set 6), Han's Heavy Blaster Pistol (V) (Virtual Set 1), Redemption (V) (Virtual Set 6), Bright Hope (V) (Virtual Set 6), Tantive IV (V) (Virtual Set 7), Sai'torr Kal Fas (V) (Virtual Set 1), Rycar Ryjerd (V) (Virtual Set 2), Civil Disorder (V) (Virtual Set 6), Flash Of Insight (V) (Virtual Set 5), Impressive, Most Impressive (V) (Virtual Set 7), Escape Pod (V) (Virtual Set 2), LE-BO2D9 (Leebo) (V) (Virtual Set 7): not in GEMP)
Introduction
A retrieving, battling, vine snakin' machine. I'd appreciate some constructive advice.
The published list has 61 cards.
Decklist
|
Objective Character
Creature
Device Weapon |
Starship
Location
Effect
Interrupt
Droid |
No Defensive Shields listed.
Notes
- Qty 61 as published (no section counts given).
- Posted 'Wedge Antilles, Rogue Squadron Leader' dested Wedge Antilles, Red Squadron Leader; '(V) Leebo' LE-BO2D9 (Leebo) (V) (Virtual Set 7).
- Original-era (V) slips: Sai'torr Kal Fas/Han's Heavy Blaster Pistol (VS1), Rycar Ryjerd/Escape Pod (VS2), Han (VS3), 2-1B (VS4), Flash Of Insight (VS5), Princess Leia/Redemption/Bright Hope/Bionic Hand/Civil Disorder (VS6), Leebo/Yoda/Chewbacca, Protector/Tantive IV/Mercenary Armor/Impressive, Most Impressive (VS7).
- Original-era printing corrected: Yoda (V) (Virtual Set 7) -> Yoda (V) (Virtual Set 5) (an earlier dest had linked the modern virtual card of the same name).
Strategy
This deck has worked really well in playtesting vs Deal and MKOS and did well against my friend’s AOBS. What I really want to get is feedback on character and interrupt selection, as well as the starting effects.
I want plenty of weapons on the table without having to rely on EPP’s that I don’t own. That is pretty much what keeps me from starting Sai’torr instead of (V)CD, so I would like to hear some opinions on what I should do in that regard. Once I acquire Chewbacca’s Bowcaster I will likely replace Vibro-Ax and then swap C, Protector for (V) Chewbacca. Right now I’m using Control & TV + Yoda’s Hut as an alternative to the JCC and 2x Speak With The Jedi Council, but I like being able to subtract 2 from attrition with Yoda at the Hut, so I’d like some advice in that direction. Activation has been fine, so I’m not sure whether or not I want to change, especially with AOBS likely to be more prevalent. I want to try to fit in a couple copies of Sense, as well as 1x Inconsequential Barrier and Desperate Reach Combo each to counter Imperial Barrier. Any advice regarding my character selection would be of great help as well.
<Strategy>
There are basically two scenarios that this deck will run up against: Decks with Imperials/Vader and decks without Imperials. Against Scum decks the objective is pretty simple. Concentrate on just winning battles, consistently saving characters with (V) CD, (V) 2-1B, and Bacta Tank. As long as I have characters to deploy I can intitiate battles which means I can get more characters back. Just battle to the end. Alternatively, there will be decks with Imperials which will eliminate Luke as a fixture in my battle plan. In this situation a bit more finesse is required. I’m going to want to concentrate on winning battles to stack on I Feel The Conflict, so I want to concentrate on ways to win battles. This is what Obi OOP does. Once I use Skull to place him OOP I can add 5 to power in all of my battles with I Can’t Believe He’s Gone. If I have Higher Ground in hand I can use it to reduce an opponent’s character’s power by 4 instead of hitting him/her. This can net me an advantage of 9 in power even without my characters’ power and a destiny draw. The Claw Fish can help me tweak my destinies to what I exactly need, and Merc Armor also helps in this regard. The Vine Snakes are there for a bit of fun, and since they reduce characters’ power, they work towards my objective. A fun combination is attaching a Vine Snake to a character and then using Higher Ground to make them power -4 (Remember that a Vine Snake makes them lost when their power is zero). In the game against my friend’s AOBS I killed the Emperor with this method.
<Combos>
Vine Snake + Higher Ground- Explained this one already
Wedge + Corran- Cancel a destiny both in space and on the ground
Obi-Wan+ Skull + I Can’t Believe He’s Gone- +5 Power in battle for just one force
Luke + Lightsaber Proficiency + Bionic Hand- I pull these at the start of the game with (V) Rycar to make Luke power +5 and Immune to attrition < 9.
Flash of Insight + Colo Claw Fish- I have nothing to hide (and my tracking’s got much to be desired) so I can figure out my destinies in advance
So that’s the rough strategy. I would appreciate any constructive criticism that anyone would be able to give. If anyone has any additional questions or comments just respond in the Ratings Feedback Thread (RFT).
I'd like to credit Shewski for the Skull idea and Statman for the concept of Vine Snakes as a weapon of mass destruction.
Thanks for reading, God bless, and MTFBWY
EDIT
challenger:
Thanks for taking the time to review! Good EPP's will come. Throughout the last two years I have steadily built up essential non-Ep1 cards through buying and trading and eventually the time will come to start putting my resources into Ep1. Until that time, though, what I have will have to suffice. I've actually just acquired the JCC and have owned SWTJC for a while, so they've gone in. Additionally, with the way my vision for this deck works, it doesn't need to be major beats. I'm not trying to build a by-the-book TIGIH. I'm building MY TIGIH. :)
thehooky:
Thanks for the review! I don't have Uber Lando or Chewie, but I'll definately look at Jedi Presence as an option. One problem about clearing the site, though, is that it doesn't give me a chance to hit them again. :)
PEGD:
Thanks! I'll seriously consider taking out Sai'torr and using only the TV Combos. Two of my weapons are already pullable, and if I do that I may take out Anakin's Saber as well. A Jedi's Resilience is there specifically to take back Luke if he is lost. I know he's going to have his saber and it's cheaper than paying eight for the Bacta Tank. Even with 2-1B and Redemption down, he's not cheap. In a pinch, I can use it for Obi-Wan when I DON'T want him placed OOP (mainly against Scum decks). Lastly, I've found that Colo Claw Fish does well in replacing the buddy interrupts. My average destiny is fairly low and it's much better IMO to have an ensured four or higher on the Fish than two ones and a two from the top of my Reserve Deck. Thanks again for the ideas!
Darth Hoth:
Thanks for the review! Your point on the Holotable is well taken. I'll incorporate some changes along with advice you already gave to fix that. I could probably add something like the (V) K'lor'slug or Projection of a Skywalker with ease. I forgot to include my use of Nabrun in the strat section. Basically he's there for the beatdown potential. The only deck out there that is going to use IAO consistently is Deal, which I have had no problems against in playtesting, even without the use of Nabrun. As far as the vine snakes go, you are right. It's something that's best done once or twice and then ditched. I can always use Skull then to place them OOP and add 3 to my power in battles a couple times. Thanks again for the review!
See also
Sources
- The Art of War (TIGIH) (Wayback, 20051102154456)
- GPN Star Wars Decks page 4 (Wayback, 20050430203312)