Hunter Rose Hunter's Technological Terror

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Hunter Rose Hunter's Technological Terror is a Dark constructed list published on Game Players Network.

Deck info

Introduction

Non-Objective CPI. About 1 year old and still looks good!

Decklist

Character

Weapon

Location

Effect

Interrupt

Epic Event

Strategy

I don’t use the objective because I want to blow stuff up. The objective limits you to Alderaan, a rebel base, and a subjugated planet. Many LS objectives start with a system in play. Blow away that system and you have eliminated 75%+ of your opponent’s strategy.

A year ago, this deck helped take me from the low 1500s to my current 1627 in Albany, NY.. It takes some practice and tracking skill to pull off.

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Responses: Shewski

"I would probably give you a 4 if you had brought this up to speed with V Tarkin and some other site pulling tech. How do you get the sites out? My main concern is speed- can you stay around long enough to blow away planets with all your drain stoppers? "

Although I didn't alter the deck list before posting, I didn mention him toward the bottom of the strategy notes. Jar Jar is one of the biggest problems facing this deck and V Tarkin handles him nicely.

I don't know of any site pulling tech for D* without using the objective, which is right out ;) There are 10 non-starting locations in the deck. You start 6 cards in play and 8 in hand. Force generation, and therefore card drawing, works pretty well in this deck.

About the only thing that slows the deck down is a bad draw and there's plenty in the deck design to minimize the impact of that. About the only 2 things that really give me problems is old Ops speed drain and WYS. I always seem to be off by 1 or 2 turns on WYS.

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Goal: Control your opponents force drains. Remove battlegrounds from the game and establish a lock with Come Here you Big Coward (LS cannot drain or retrive). Ping out with Mara’s Saber and a Holotable drain.

Strategies: Draw everything! There is very little to deploy so you don’t need to save force. You are not capable of battling your opponent. Save your characters to fend off invasions on the Death Star.

After you have a D* site and Gunner in your hand, deploy them and Ephant Mon from the deck (using Power of the Hutt). Ephant Mon is your protection against invasion. As long as this is the only D* site on the table, you only have to worry about Jar-Jar. Ephant Mon is also a leader and adds 1 to CPI at the Conference Room.

You have 8 cards to search for the Superlaser with. Gunners, Uncertain is the Future and Weapon Levitaion. It comes down quick, as do your locations.

You can play all the locations immedeatly except the 3 systems and your last 2 D* sites. Playing the additional D* sites too early can leave you open to invasion. Play a system only when your opponent has a related site on the table Pitch the extras to force Drains.

Strategic Reserves is a Bargaining Table for your non-unique imperials. The gunners can recycle themselves into your reserve. Track, draw, cancel another drain. Only one Control was doubled up the Set for Stun because I still see the SFS bullet from time to time. You can pitch Gunners to force drains after you deploy the first one, if necessary. Put All Sections on Alert can retrieve, into hand, 2 cards with Death Star in the title (including your locations).

Holotable Strategy is pretty simple. Masterfull Move sets it all up (and cancels opponents drains here). Pull the location early for force generation. If your opponent plays holograms there, let them, MM cancels their drains here ina ddition to all the other drain control you have. During the late game after you’ve hosed retrieval with Coward, track a high destiny, deploy Phantom Menace and battle. After the site is clean you can deploy Ghhhk or Holonet Transmission and drain them out. Holonet Transmission has the additional benefit of pulling an imperial from the reserve to you hand (Vader, Mara)

I use old school Coward so I don’t have to occupy a battleground to enforce it.

No Escape can get you a card back. Uncertain is the Future, Control, Counter Assault are my favorite targets. I’ve also used with CPI, blowing away 5 panets against Hidden Base.

This deck has lost to Revolution... never again! I included 1 ANH Evader to use with Vader if necessary and is good destiny. The combo version needs no explanation

Dark Strike is usefull when retaliating against invasion. I substituted the combo version when I realized you may Sniper with the Superlaser. Nothing like utility in a card...

Uncertain is the Future serves several purposes: It speeds up the deck. I draw a lot of cards, this recycles cards I can’t immedeatly use for those I can. It also messes with my opponents hand and tracking simultaneously.

The deck seems to have a low destiny average, but you almost never battle and it only takes one tracked card to work it’s magic with CPI. 3 D* sites, 3 Gunners, and Ephant Mon at the Conference Room give you +10 to CPI and you only needed 9. EbO is an automatic -5, so you would need a 5 to make up the difference (under optimum contidions. Blow up Hoth first and you won’t have that problem.


Problems: --You lose Mara or her Saber. No Escape may help you, but probably not. You still have the Holotable. and depending on the situation you might try holding a battle ground.

--Transmission Terminated kills your Holotable. Not the most likely scenario locally. You could sub out Counter Assault for another Holonet Transmission if the meta demands it. Masterful Move pulls it from your deck...

--My opponent plays EBO and refuses to play the Hoth system.

  • This strategy was originally written before the virtual cards existed. Obviously some things changed in the meta. :p At first glance, if you expect Hoth, swap Endor or the Meditation Chamber for the Hoth system.*

--They played Rescue the Princess. --Jar-Jar invades the Death Star

  • Both of these situation can be amended by swapping in the virtual Tarkin, but you still don't have any real defense against RTP*

Ghhhk, build your hand, retailiate. Losing Ephant hurts because now you are open to spies. Might be better to clear a battle ground than the D* if it’s the difference between Coward working or not. Save a Maul and a PASOA, if you can, to clean off the D* when you are ready to drop gunners and CPI.

--I lost Coward. Pack the defensive shield, just in case. You have to be VERY careful. The Bureaucrats help.


Reminders: Anything with Death Star in the title may be retrieved, into hand. CPI may be also be retrieved into hand. Pitch these cards to drains if you have too. The systems you don’t need to blow away should also go. Don’t fight them unless they invade. You don’t need to keep all your high destiny cards, just 2-3 for tracking. Abuse Gunners & Strategic Reserves. If you are not certain, play Uncertain is the Future. Remember that while you control the Holotable you may return a hologram there to your hand as a standard action. So pull your Ghhhk back if you get invaded. Saves a beatdown on your gunners and Ephant.


I mentioned the Hoth system and virtual Tarkin for potenial swaps. I'ld like to add the virtual Imperial Reinforcements to that list. The ability to not only retrieve gunners, but to take one into hand as well, is not to be underestimated! No idea whatI would remove for it though, the deck is pretty tight.

See also

Sources


References