Furhead16 This Deal Only Gets Better

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furhead16 This Deal Only Gets Better is a Dark constructed list published on Game Players Network.

Deck info

Introduction

TDIGWATT Dark Deal/Occupation deck that can win in 10 turns or less.

Decklist

Objective

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

No Defensive Shields listed.

Notes

  • Posted 'They Must Never Again Leave This Place' dested They Must Never Again Leave This City.
  • '•••Scythe Squadron TIE' read as one card (uniqueness dots), matching the Starships/Vehicles (13) header.

Strategy

Turn One

Activate 3

Pull Bespin or Cloud City from objective and CC: Carbonite Chamber and CC: Incinerator from I'm Sorry. If you have good cards in hand, save the force and deploy all the locations you just drew. If you have nothing to hold down a site, draw the force and hold the locations. Then next turn deploy sites and continue. (Hope that made sense...) There are quite a few characters and ship in this deck, so hopefully you will have something.

Turn Two

Activate 8

Pull Bespin or CC, whichever you didn't pull last turn. Start holding down the Carbonite Chamber and the Upper Plaza Corridor, Because your opponent can drain for 2 there. Put down your Bespin or CC if you see yourself being able to deploy ships next turn. Hopefully, you can.

Turn Three

Activate 10

Pull Cloud City Occupation and control Bespin as soon as possible. Controlling Cloud City Can wait until turn 5. Again, keep the troops coming out. You need to control those 3 locations.

Turn Four

Activate 10

Pull Dark Deal, and you should be almost ready for it, if not already. Note that if you draw the Executor, slap that baby down for free to Bespin because of They Must Never Again Leave This Place. You should be at most one location away from Dark Deal and flipping. Note also that once you get Bespin controlled, or even occupied (don't let opponent control it!) and have 2 battleground sites occupied (try to control them for pity's sake, you have to for Dark Deal) you can start "draining" with Cloud City Occupation. Put down what you have and draw what you have left if need be. You might be able to flip right now.

Turn Five

Activate 10

You should have enough units to finally control 3 sites and 2 sectors; thus deploy Dark Deal and flip your objective. Since you could have only been draining for 1 at each site because of your objective, your opponent might have just ignored you. Now comes the pain. All your force drains are unmodifiable by opponent, and are +2. Good job. Checkmate in 3-4 turns.

Let's look at the damage. Each site you occupy, opponent loses 1 force from Occupation. Each site you drain at is +2. 3 sites for 4 each, that's twelve. Could be sixteen if you get that forth site out. so 12 + 4 = 16 force per turn. If you have those lightsabers at sites, that's an extra 2. When you reach this point, the game is over.

I usually put Vader with a saber at the Carbon Chamber just in case All Too Easy comes up. With the Objective flipped, it will cost your opponent 8 force.

All Wrapped Up is there so if you happen to take down Luke, you can capture him and keep him out of the game for the most part. I put Dioxis in for meta cause there are tons of Jedi users in my meta.

n your last turn, use Reactor Terminal to dump your hand back into your deck for a bigger differential. Even 5 force helps in the long run.

Use the lift tube to react. Leave someone by his lonesome, and then react from the other side of Cloud City to deal some major damage. Also, use Right Of Passage to force someone into a place they don't wanna go. Make one of their weakest units run off alone to face Vader and friends.

Any ideas to better this deck would be appreciated.

See also

Sources


References