Darth Love Obeisance v 1.0
Darth Love Obeisance v 1.0 is a Dark constructed list published on Game Players Network.
Deck info
- Player: Darth Love
- Published: 9 February 2004 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS2
- Side: Dark
- Starting Card: This Deal Is Getting Worse All The Time
- Starting Interrupt: Prepared Defenses
- Starting Effect: Fear Is My Ally
- Strategy: This Deal Is Getting Worse All The Time
- GEMP Importable deck: Download (omits Imperial-Class Star Destroyer (V) (Virtual Set 2): not in GEMP)
Decklist
|
Objective Character
Starship
|
Location
Effect
Interrupt |
Defensive Shields
These cards were posted as Defensive Shields outside the deck.
- 1x Come Here You Big Coward
- 1x Resistance
- 1x Allegations Of Corruption
- 1x There Is No Try
- 1x Wipe Them Out, All Of Them
Five shields listed right after Fear Is My Ally in the Starting section (outside the Starting (8) count).
Notes
- Starting (8) header with 13 lines: the 5 Defensive Shields after Fear Is My Ally are outside the 60; the remaining 8 plus the other sections total 60.
- Oppressive Enforcement (pulled by Prepared Defenses per the strategy) and Secret Plans dested the Special Edition Effects, not the Reflections III shields.
- Duplicates of unique cards as posted: Flagship Executor x2, Darth Maul With Lightsaber x3, Darth Vader x3, Mara Jade x2, Tarkin x2.
- Original-era (V) slip: Imperial-Class Star Destroyer (V) x4 (VS2). Posted 'Elis Herlot' dested Elis Helrot; 'Dagobah: The Cave' Dagobah: Cave; 'Storm Trooper Garrison' Stormtrooper Garrison.
Strategy
With Prepared Defenses, deploy Battle Order & First Strike, Oppressive Enforcement and You Cannot Hide Forever & Mobilization Points. His efforts to force drain become ever increasingly difficult because of tactics coming from effects like Battle Order, and defensive shields like Come Here You Big Coward and Resistance. The beauty of Battle Order is that it sets the stage for this deck and the entire game: combat.
Concentrate Maul, Vader, Tarkin, Garrison and Mara at one site without suffering too many force-drain breaches. And I know that unexpected battles do occur. Use a couple or so imperials to clean up any counter-invasion, and then shuttle them to a nearby Star Destroyer, and get them back with the concentration of imperials. If that doesn't work, and the battle is dragging on, move your characters to an adjacent site and set up shop there, beginning to concentrate
characters at that site, if possible.
Interrupting with Elis Herlot transports your concentration of Characters to the site of a soft spot; a location where the Light Side lacks power and forfeit. Ideally, both deficiencies are desired at the soft spot. Interrupt with Focused Attack to double Vader's power once, making Vader's power 12, then interrupt with Dark Jedi Presence, using Maul are your dark Jedi to double the power of all imperials present, including Vader’s again.
If you interrupt as described in the following example, you've already accumulated a power of 59 plus battle destiny!
The second part of my strategy is to cause an entire-deck losing battle in space relatively quickly. The Executor doesn't necessarily have to be the first starship deployed,
but getting used to being able to deploy it free on the first turn, by pulling and deploying Bespin on the first turn, motivates me to lay it out as soon as possible. I compliment the Executor with an Imperial-Class Star Destroyer, and I've pretty much dominated space on the first turn.
Deploy a Star Destroyer, if possible, to the same system every turn. This accumulation of Star Destroyers will be your fleet. After accumulation, move your fleet to confront Light Side starship(s). Being overpowered, even with Home One, your opponent will choose to move. Your opponent will think he is safe for the remainder of the turn because you may be able to move to the space/system his starships are at, but
you won't be able to battle him there this turn, and by the next turn, your opponent will be halfway across the galaxy, leaving you to eat his space dust. To ensure this won’t happen, interrupt with Gravity Shadow to deny movement of a single starship, preferably, a non-unique starfighter, there at that location. The average destiny draw is greater than two, therefore, a successful Gravity Shadow will likely occur, and stop a single ship in its tracks, forcing it to battle your fleet on your next turn. If you have all your ships out, your power is 79 plus battle destiny! Hyper Escape, Alternatives To Fighting can be Sensed. If your opponent uses Houjix, in your next confrontation, use Gravity Shadow to begin the cycle again.
Starships can regularly only move once per turn, so the Light Side can’t regularly move his starships back to back-up the stranded starfighter. Oppressive Enforcement gives + 1 destiny to all your starships. If your opponent is playing Quite A Mercenary, wait until he hasn’t the force to use it, and then strike. I am addressing the lack of speed as best I can.
See also
Sources
- Obeisance v 1.0 (Wayback, 20051102154456)
- GPN Star Wars Decks page 10 (Wayback, 20050430203312)