Fush SYCFA Menace

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Fush SYCFA Menace is a Dark constructed list published on Game Players Network.

Deck info

Introduction

Basic, flipping SYCFA that relies on FWKTIL(V) and heavy drains. Menace Fades is one of this decks real problems, hence the name.

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Admiral's Order

Epic Event

Defensive Shields

These cards were posted as Defensive Shields outside the deck.

The post starts '10 shields (Your choice, but Battle Order and Oppressive Enforcement are default.)'; only those two are named.

Notes

  • Posted Chiamera dested Chimaera; Ghhk dested Ghhhk & Those Rebels Won't Escape Us; Darth Vader w/Lightsaber dested Darth Vader With Lightsaber.
  • Original-era (V) cards: Tarkin (V) (Virtual Set 4), Fear Will Keep Them In Line (V) (Virtual Set 2).
  • Original-era printing corrected: Tarkin (V) (Virtual Set 4) -> Tarkin (V) (Virtual Set 3) (an earlier dest had linked the modern virtual card of the same name).

Strategy

This is a small breakdown on how this deck usually plays. The strategy here will be pretty basic. If you're familiar with SYCFA (as most players are), you may want to skip to the next section.

Before you activate, use A Million... to pull Commence PI, and Mob.Points to get Kuat. If you have Kuat in hand, you may want to pull Carida, Rendili or Executor, depending on the number of ships/systems in your hand.

During the first few turns, use the objective to get the DS sites, the Gunner and the Superlaser. Your goal is to flip as soon as possible. If you manage to keep the DS sites clean by using your characters, a stacked 4 on the Fish should be sufficient for the blow (3 sites+gunner=5). If you're in trouble, a Twi'lek for The Phantom Menace could help you out. If everything goes well, Alderaan should be blown to pieces by turn 4.

While you're setting up the flip, your second priority should be getting some ships out. Twi'lek for Kuat Drive Yards, and start deploying destroyers. The sooner you're able to spread out, the better. Merrejk can help you get out systems faster, and he's a handy backup if you for some reason don't manage to flip.

Use the Imperial Commands to pull your Admirals. Chiraneau should always get up in the air as soon as possible to boost your drains. Piett is second if you need Merrejk or the Adm.Order. Getting Thrawn out early is nice too.

Two Fear's and three Twi'lek's will help you get it out early. Sense/Alter are there to protect it. Always play the Oppressive Enforcement shield if you fear SAC. Together with the flipside and Chiraneau, this deck can deal 18 damage a turn. 3 systems x 6 (Fear=2, Chiraneau=1, Flipside=2, Icon=1). That should be a real menace to most LS decks out there.

CARD CHOICES

In this sections I'll go through explanations of some card choices. Again, it'll be pretty basic, so if you're an experienced player you may not find anything new here.

The Battle Order shield can be essential. You have a battlground site (DS Docking Bay) and enough characters to control it.

Colo Claw Fish should primarily be used for the flip. After that, feel free to use it in battles. Watch out for For Luck(V).

Remember the retrieval on A Million... (I always forget...). This card will usually make Aim High hit the table.

With Mob-Poins, Kuat is your priority, as Kuat Drive Yards pulls your ships. If you get Kuat in hand, there are 3 other cards that can be pulled by this effect. It can also boost your activation.

You pack two DS sites for force generation. The Conference Room also adds to CPI.

Three battleground systems should be enough. If you manage to control all three for a couple of turns, you should be really satisfied. They're all low parsec, so the DS can stay in the middle for Fear (V).

One Death Star Gunner seems to be enough. You need him to pull the Superlaser and add to CPI. Add another if you want, but I'll stick with one. One reason for that is the amount of ground power in this deck. Tarkin (V) helps you protect the DS sites, along with Put All Sections... Palpy, Vader, Maul and Mara can be used for defense in your own back yard, or to make trips to wherever your opponent seems to be making trouble.

The seven unique destroyers make some retrieval possible, and can, with the exception of the Executor, be deployed with the Drive Yards. They are necessery for the big drains, and gain immunity to attrition from Kuat Drive Yards and the Admiral's Order.

A problem with the Destroyers are their low hyperspeed. If you need to travel to higher parsecs and/or is afraid of getting stuck, there are two starfighters that you can use. The two bounty hunters in their ships can make a difference against decks like Hidden Base and QMC.

Kuat Drive Yards and Fear Will Keep Them In Line (V) should have their functions laid out pretty well by now. The latter for damage ant the former for setting up your fleet. This deck also runs The Phantom Menace. It can be used as a big destiny on the Colo Claw Fish, or to make EPP Maul a monster.

Although this deck is pretty powerul in space, it will have trouble against a pure space deck. Luckily, there is only one decktype of that kind to worry about. Security Precautions will help your odds against Hidden Base.

Three Twi'Lek Advisors are essential to get your effects out early. They are pretty important, so do not make the mistake of losing them to drains before Kuat Drive Yards and Fear (V) is on table.

Four Imperial Commands is pretty basic in any DS space deck. You can easily get into trouble without the admirals in the air.

Sense and Alter are in here primarily to protect Fear (V). But they can also be used in a lot of other occations.

The evasion package consists of Imperial Barrier, Ghhhk combo and Projective Telepathy. They can help you spread out a little thinner, and will come in handy in a lot of occations.

Force Lightning is a must when the Emperor is in here, and Put All Sections On Alert helps defend the Death Star. The latter can also retrieve your gunner, should you lose him early.

We're In Attack Position Now, together with Kuat Drive Yards, will make your Destroyers immune to attrition of at least 6.

Mara Jade's Lightsaber is also a must when Mara's in here. This chick has to be one of the best cards in the game. She's not a Jedi, but has her own lightsaber, which she can even pull herself. And since she's not a Jedi, she can drain against decks like LSC. She's an Imperial, an Alien and a Warrior, so she satisfies any conditions regarding that (like Scum and Villainy and Blizzard 4). She's a spy and a pilot, so she can deploy anywhere. Most of the time she'll be power 6, and her deploy/forfeit ratio is good. She can duel, and has immunity to attrition. She makes the cut in almost every DS deck I make.

STRENGTHS AND WEAKNESSES

Instead of a regular matchup review, I'll do a small section on the basic strengths and weaknesses of this deck. The latter is something I see too rarely in decks that are posted. Most writers seem so focused on pointing out how terrific their deck is, and forget that every deck has it's weak points too.

The biggest strength of this deck is it's damage potential. As mentioned earlier, it can hurt your opponent for 6 a turn for each battleground system you control. With three such systems, your opponent will have to do something to stop you.

One thing he can do is play Menace Fades. Without the bonuses, this deck will only be half as menacing as you want it to be. Bonus cancellers are this decks biggest problems, and you can expect to face it against decks like WYS, MBO, LU(V), QMC, some HB and Throne Room versions and MWYHL. The latter I don't know how to handle, as I have never played against it. You will probably try to outdrain him early anyway, and hope that he loses something essential. Or your Jedi can use the starfighters to go to Dagobah. I don't know, you figure it out.

To deal with Menace Fades, you'll have to keep them from controlling any sites or any systems. Against space heavy decks, go for the ground, and vice versa. One of this deck's major strengths is that it has enough power to be reckoned with in space, and characters enough to be a threat on the ground. The flip side of this medal is of course that any opposing deck dedicated to one area will be able to dominate there. Hidden Base is the only platform that can pack only space, so Security Precautions is in here to help you against that.

Ground heavy decks will need a system to satisfy Menace Fades. You should have ships enough to keep them from controlling it, but the problem is often that this system is too many parsecs away from where you'd like to be draining. Since your destroyers, with the exception of Accuser, don't have more than 3 in hyperspeed, you'll have to rely on your fighters to get there. Ground heavy decks without Menace Fades, should most often be outdrained by you, if you manage to set up properly. Your biggest challenge are the bonus cancelers. Good luck!

See also

Sources


References