Catman421 Walkers In The City (TDIGWATT)
catman421 Walkers In The City (TDIGWATT) is a Dark constructed list published on Game Players Network.
Deck info
- Player: catman421
- Published: 21 July 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS3
- Side: Dark
- Starting Card: This Deal Is Getting Worse All The Time
- Strategy: This Deal Is Getting Worse All The Time
- GEMP Importable deck: Download (omits Kitik Keed'kak (V) (Virtual Set 2: Our Most Desperate Hour), Tarkin (V) (Virtual Set 3), Blaster Rack (V) (Virtual Set 1: Legacy): not in GEMP)
Introduction
TDIGWATT with a twist.
Decklist
Notes
- The posted They Must Never Again Leave This City (a Dark Effect) had been linked to They Will Be Lost And Confused, the back of a Light Objective; the row now links the posted card.
Strategy
---Strategy---
Basic strategy is to flip TDIGWATT as quickly as possible. Use walkers to control sites, and starfighters to control sectors. Once flipped, consolidate space forces at Bespin, and build up strength on the ground. Drain and damage (with CCO) until opponent begs for mercy. Then finish em off.
First Turn-
Use TDIGWATT to pull a card (preferably a location). Play any sites in hand. Play a Nemoidian Advisor if possible. Also, if possible, play a walker.
Second Turn-
Repeat turn 1.
Third Turn-
Pull with TDIGWATT. If all 4 cards that can be pulled by TDIGWATT are in play or hand, flip objective. Consolidate forces to prevent absurd beatdowns.
Forth Turn-
By this time, Dark Deal and Cloud City Occuptation should be in play. Inflict the largest amount of damage possible. Build forces and try to occupy all three sites (but make sure the beatdown threat is minimal).
Fifth Turn-
Drain/damage again. Drains should be at least 3 per site. If the decide to come fight, show them why they don’t want to. If they don’t, they’ll be buried in the force drain casket.
---Card choices---
Kitik Keed’tik (V)-
He’s a beast. What more is there to say?
Darth Vader, Darth Lord Of The Sith-
Vader version that’s to stick around. EPP is for beats.
General Veers (V) / Blizzard 1 (V)-
A beast when paired together.
Trample-
Squashes a few characters before battle.
Nemoidian Advisor-
This card is key very early in the game. Grabs otherwise unpullable sites. Enough copies so it can be grabbed by opponent. Also recycles mid to late game.
Imperial Artillery-
Makes weapons hurt more. High destiny too.
Tallon Roll & Dark Manuevers-
Great destiny and starfighter eliminator.
Blizzard 4-
Gets 2 copies cause of its ease of forfeit and its character pull.
---Responces---
Shewski-
Correct! This is exactly why I want the Artilleries. The site pull is a problem. I've thought of using L^3 to pull the sites as well, but I don't have it. I'm thinking about dropping the EPPs, so the rack will help to pull their weapons. Thanks for the review.
ECF-
Like I said, the blaster is likely gone. P-60 likely will stay. I'm gonna try to find room for Tempest 1, but room is scarce. Like I told Wedge, WMAOP is going to be added. DS-61-2/Black 2 (V) is another good idea, but takes up more space.
Wedge-
I really don't need another walker. I may remove the blaster for maul's stick, so I can add more to my drains. I would definately add a fourth site, if I could find space. If I can get some, I plan to add a few WMAOPs to pull effects.
See also
Sources
- Walkers In The City (TDIGWATT) (Wayback, 20051102154456)
- GPN Star Wars Decks page 20 (Wayback, 20050430203312)