Challenger Rescue The Assassin Princess (RTP)

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challenger Rescue The Assassin Princess (RTP) is a Light constructed list published on Game Players Network.

Deck info

  • Player: challenger
  • Published: 14 August 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS3
  • Side: Light
  • Starting Card: Rescue The Princess
  • Strategy: Rescue The Princess
  • GEMP Importable deck: Download (omits Wokling (V) (Virtual Set 3), Cell 2187 (V) (Virtual Set 3), Affect Mind (V) (Virtual Set 2: Our Most Desperate Hour), Escape Pod (V) (Virtual Set 2: Our Most Desperate Hour), Rebel Reinforcements (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

Tech.

The published list has 69 cards.

Decklist

Objective

Character

Device

Starship

Vehicle

Location

Effect

Interrupt

Strategy

On first turn, play LTE, get your Lift Tube, grab Rieekan (V), activate force, grab R2, he grabs Hero, Hero grabs Fire Extinguisher, Rieekan goes to War Room and grabs the Echo Command Center, R2 moves to D* db, and tubes to Corridor. Second turn, free Leia, Signal for Bacta Tank (Play WAdvice if opponent is running Alter), Wokling pulls DPlans, Rieekan grabs Navander (V), Navander grabs Endor, tube to D* db, transit to Y4 db. This is your opponent’s first chance to attack you. Lose the Extinguisher to cancel the battle (maybe after Fallen Portaling, just to get rid of some dudes). Next turn, flip. Now, you go after your opponent a little bit (a battle or two), then do DPlans to retrieve pretty much everything you’ve lost so far, then you’re fit to go after your opponent again. OR you can go crazy at your opponent for a long time, then DPlans towards the end. Or just do it at the same time. Thus ends the game summary, now to the actual deck. I know what you’re thinking! Just play with six lift tubes, after all, they’re higher destiny, and you’ll never use LTE again after pulling yours, right? Wrong! In the endgame you can play LTE to put the Lift Tube back in your used pile, for one extra life force (and very nice tracking). When you still need your Lift Tube, simply play LTE to look through your deck for a tube- counting your cards while you do it, then having a nice 5 to track. The Signal works like that, too. Fairly simple. I think you need to have a good amount of practice with this deck so you don’t get clobbered with it…but you can do great if it’s played right! Just a note: This isn’t CONVENTIONAL beatdown, it’s cards where you make your opponent lose stuff from battle that goes OOP- I don’t go too much into making him lose battle damage. Matchups are all pretty much the same.

See also

Sources


References