Gawdly SYCFA Tie Beatdown: A Suprise Indeed

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Gawdly SYCFA Tie Beatdown: A Suprise Indeed is a Dark constructed list published on Game Players Network.

Deck info

Introduction

This deck sets up moderate drains in space and has good retrieving power. Its real strong point comes with a suprise beatdown from space or ground.

The published list has 62 cards.

Decklist

Objective

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Strategy

-Misc. Ramblings-

SYC is an awsome activation platform, and is best suited for what i wanted to do.

Force Activation can be very high, very fast.

I use a lot of high destiny recycable interupts that sway power into my favor.

-Card Choices-

Pride- I love direct damage.

Well Guarded- Grimtash sucks, interupts are still in danger so you have to be careful.

Dreaded Imperial Star Fleet- Nothing like having the option of not letting your Tie/In get grimtashed(When Well Guard not out) AND block a drain at the same time.

Thrawn and Chimera x2- Destiny adder and huge power, nothing better. Also it is important to get these cards as they are the backbone of your fleet.

Inconsequential losses- Forfeit a weapon and a tie BOTH to the used pile for 6 force. (combine with SFS)

Blizzard 4- Pulls Sith Vader, or EPP Vader

-Beatdown-

Ground Beats. If you get all the cards, here are your potential numbers.

Dlots-Fett-Tarkin-Garrison

-4 Destinies

-27 core power

-Cancel a destiny

Space Beats. I like this better, easy to pull off

SFS on a TIE or 2, All power, Cant shake, Thrawn in ship, imperial command

-4 destinies

- 18 core power for 13 force

-possibility of blasting a huge chunk of their power away, and then add a destiny. Immune to a lot of attrition.

-Can Put TIE and SFS in used pile to take up 6 force.

-Game Walk Through-

early

Before the game starts, pull WAkeelmui with mob points. Do the usual chain of Command-Piett-Mejjerick-Systems, hopefully first turn. Pull warroom. Put piett and mejjerick on Db357 so you get the extra Activation with Mobpoints. Also these goobers are safe here with the objective, so your power guys can go elsewhere. It might be a good idea to get mejjerick to the Warroom untill he is done his job... but it is also good if they attack you at the DB, so you can beat them up next turn on your own turf. Twileck for Sineer Fleet Systems and drop it on the system.

Mid

This is the deck’s power section. If they are ground base. Save up your force, while droppping some TIE around the systems and retrieving. The characters in this deck work like a machine when they are together. Unload all your force with characters like Vader, Fett, and Garrison. That will give you 4 battle destinies plus the ability to choke a character or hack them. If you throw Tarkin into the mix, they might not be able to hurt you at all.

If they are in space, then just swarm them with the TIE/IN. You get 6 forfiet a turn if you drop a TIE and a SFS to the used pile at the end of the battle. Beat them down with All power , and add a destiny with I can’t shake him. Shoot their ships out of the air with the SFS, which is not THAT hard to do. Make a winning TIE The Pride of the Empire, park him in the chimera (if you do not need him), and watch as they lose one force for the rest of the game.

End Game

Not much to do here. Drop any remaining TIE to retrieve, and just play smart. If you are behind in this section, try to put together a desperation suprise assualt.

-Trouble Points-

-If they take over Waakemuli, then you will have a little bit of trouble. Play smart so that does not happen.

- There are a lot of Power characters in the deck. Make sure you save emough force so they do not get Placed out of play.

-Also budget your force so you can use 3 with your SFS Gun.

-No ground Locations. ALL lightside decks should have at least one that you can exploit.

-If Suprise Assualt is big in your area, add in some D against it.

-Cards That can be Added-

-Chiranue

-More Star Destroyers

-Another Dark Jedi

-Deck Matchups-

WYS

Never had trouble with this. Get your sheild out on your first turn. They usually will put to weak mugglers down to flip. If one is in space, smile and pull off an early beatdown. Easily done by shooting a ship out of the air, and letting your multiple destinies take out the rest. On the ground, try to attack early, before they can set up their own Beatdown. WYS beats involves a lot of cards, so if you can put a damper on them early enough, it should be smooth sailing.

HB or EBO X

very very easy. TIE IN own xwings, and you can cancel any drains they do get off with your DREaded Imperial Fleet.Cannons are a pain, but you have them to so try and attack them first (duh).

Profit

Spread out in space, they will think you are playing all space, and might spread out. Take this oppurtunity to use your multiple destinies on their weak ground forces. Again retrieve damage with ties, or block it if you can.

QMC

Create a ground force and sit them on one location if you can’t grab path. Cloud city chasing is not fun, so however you think you should proceed... With your 2 sfs TIE, All Power and Cant Shake, you can probably beat them off the system. DOnt go there first though, as you MAY need the suprise factor. If you get a good space hand then they are cooked because their 5-6 ships can't hang with the Imperial Fleet.

Combat

Combat is solid. Go with the Profit strat, and spread out in space, without deploying any ground forces, (try not to lose them off top) Opponent might get @#$%y, and spread out on the ground. That is your chance. Even if it does not happen, drains in space and retrieval will keep it close. I hate this deck matchup because you can not block the drains, and also because it kills your guys on the controls phase if you can not find vader. Oh well. Consider adding Chiranue to have extreme drains in space, that should let you outlast them.

Theed Palace Objective

Stack Throne room. Weak objective because they have trouble beating you off.

-Conclusion-

This deck looks pretty mediocre, but it is very suprising to play against. Direct Damage, Good Force Drains, good retrieval, blocking power, Beatdown, good activation, and good forfeit are all included in this deck, none of them are half "Butted" eighter. It is also really fun to play. Try it and Review it.

Thanks.

See also

Sources


References