Catman421 Profit (Prof) (V1)

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catman421 Profit (Prof) (V1) is a Light constructed list published on Game Players Network.

Deck info

Introduction

Mains with built in toys.

The published list has 62 cards.

Decklist

Objective

Character

Creature

Starship

Vehicle

Location

Effect

Interrupt

Strategy

---Responces---

Wedge-

Thanks for the review. A grimtassh might work well. I forgot about Celebration. I definately will be in the V2. I like the EPPs over V Han (though he is nice).

Corran-

Thanks for the review. I chose the non-combo Aim High over the combo for two reasons. 1, I don't have the combo and 2, The primary reason it is in the deck is for the +5 to power if two weapons fire, not the retreval protection. If it was for retreval protection only, I would use the shield. Every site in the deck is targettable by Fallen Portal, except for Cor: JCC (which is for activation), T: JP and JP: AC (required by objective). This means I cannot easily add a spactport DB without dropping the JCC. The bacta tank is a good idea (don't have one though). I would use backs if I was not using EPPs. I had 5 Old Bens in the deck, but dropped one for another The Signal. Thanks again.

---Basic Strategy ---

Flip, and get the mains on skiffs (which are driven by Raiders) and spread to damage/drain. Set up helper effects and drain your opponent into oblivion. And if they dont play that way, introduce them to several mains with toys and many destinies.

Card Choices

Aim High -

Good retreval protection, but mostly adds power.

The Camp -

Slows down alien based deck and activation at non-battle ground docking bays.

Tauntaun Bones (V) -

Pulls Worrts from under starting effect, which munch up most characters and prevents the survivors from moving.

Qui-Gon Jinn -

Powerful character and weakens opponent's aliens (lowers their power).

Palace Raiders -

Drive skiffs and add destiny. Also are forfeit fodder.

Skiffs -

A key vehicle. Put a main and a raider aboard, you have two battle destiny, a weapons fire and can react.

Tatooine (Cor) -

Limits opponent to one battle destiny draw per battle, therefore preventing a huge beatdown (ie. broken Fett).

Coruscant: Jedi Council Chamber -

Huge activation. Watch out for spies though.

All other locations -

Can be targetted by Fallen Portal.

I Wonder Who They Found -

Gives Han marginal immunity to attrition (<4). Pulls other effects.

That's One -

Chewie get immune to attrition <4. Life Debt becomes a used interrupt. Weapon destiny draws are +1.

I'm With You Too -

Here's the kicker. Luke, Leia, Han and Chewie are Immune to Attrion and you can double your total battle destiny. BTW, Don't Get Cocky is a used interrupt too.

Old Ben -

Allows you to forfiet a character and get him back or keeps a hit character alive (don't work on Obi).

Skywalkers -

Adds two destiny or cancels several interrupts (in particular, Imperial Barrier).

Don't Get Cocky -

Adds two destiny or kills a TIE Fighter in a battle started by opponent.

Rug Hug -

Adds two destiny or adds 4 to power if Rebel and alien together (Main + Raider)

Protector -

Adds two destiny or if Leia in a battle, allows you to lose Chewie from hand to satify all remaining attrition and battle damage.

Life Debt-

Adds two destiny or pulls Chewie.

I Know -

Adds two more destiny or pulls Leia from deck.

The Signal -

High destiny and pulls effects.

You should be able to draw at least 3 or 4 destiny per battle. With the 'react' ability of skiffs, you should be able to get 3 or 4 mains in a battle.

See also

Sources


References