Icebreath Blue Moon

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icebreath Blue Moon is a Dark constructed list published on Game Players Network.

Deck info

  • Player: icebreath
  • Published: 2 May 2004 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS6
  • Side: Dark
  • Starting Card: Endor Operations
  • Starting Interrupt: Prepared Defenses
  • Starting Effect: Fear Is My Ally
  • Strategy: Endor Operations
  • GEMP Importable deck: Download (omits Admiral Motti (V) (Virtual Set 2), Darth Vader (V) (Virtual Set 1), General Veers (V) (Virtual Set 4), Stalker (V) (Virtual Set 4), Black 2 (V) (Virtual Set 1), Blizzard 1 (V) (Virtual Set 4), Kuat Drive Yards (V) (Virtual Set 6), We're The Bait (V) (Virtual Set 6), Imperial Decree (V) (Virtual Set 6), Mist Hunter (V) (Virtual Set 5): not in GEMP)

Introduction

Endor Ops non-flip that utilizes cheap ImpStars for space drains. The forest moon of Endor has never been so... well... BLUE!

Decklist

Objective

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Starfighter

Notes

  • Posted Mob Points combo dested You Cannot Hide Forever & Mobilization Points; Omni Box dested Ommni Box & It's Worse; Zuckuss (unmarked) dested the printed character.
  • Original-era (V) cards: Darth Vader (V) and Black 2 (V) (Virtual Set 1); Admiral Motti (V) (Virtual Set 2); General Veers (V), Stalker (V), Blizzard 1 (V) (Virtual Set 4); Mist Hunter (V) (Virtual Set 5); Kuat Drive Yards (V), We're The Bait (V), Imperial Decree (V) (Virtual Set 6).

Strategy

Well then... wow. Big thanks to ECF on this one... we brainstormed this one out of nowhere a few months back, and I've been playing it since then. The first words out of my mouth when I gave this thing a test drive were, "holy **** this thing's fast!"... and I stick by that remark to this day. >:D

Start off the game by pulling out Executor (and follow it up by pitching Mob Points for Combat Response), activate, search for Ominous Rumors (and make sure that Bespin and They Must Never Again Leave This City are still in the deck), use 1 to pull TMNALTC with We're The Bait (V), use 2 to pull Bespin with KDY (V), play TMNALTC and drop your free first-turn Executor. If you've got an Imp Command in hand, use it to pull Piett, and use HIM to pull out your Admiral's Order, and play it. Move to Endor.

Turn 2, drain for 2 at Endor. Pull a system (Kessel, preferably). Grab Motti if you've got an Imp Command in hand, and drop him on the Executor. Drop Tarkin on the Executor if you've got him in hand. Move to Kessel.

Turn 3+. Keep pulling systems. Drop your ImpStars at Kessel for -6 Force (-2 from Kessel, -2 from Motti, -1 from Piett, -1 from KDY), and start spreading them out. Drop starfighter support as needed. Drain, drain, drain.

Depending on who/what you're playing against, you may or may not want to drop to ground. Throwing Ephant Mon or Palpy down to the Bunker is a pretty safe bet (E-Mon as opponent can't drop spies there, and Palpy 'cause he can zap the first spy to hit the site), and the opponent can't move over without Back Door. Docking bay is a different issue altogether, though... however, Veers in Bliz 1 should be able to handle it, and Temp Scout 6 is a nice surprise 'react' in a tight spot.

The biggest thing about this deck is that once it gets rolling, there is absolutely NOTHING you can do to stop it. It may not be a big-differential winner, but it IS a winner nonetheless. One of the other things about this deck that you may have noticed is that some of the guys in space are fairly versatile... if you need some extra ground power, Vader or Zuckuss or 4-LOM can join in the fun.

As for some of the card choices...:

DS-181-3 - kills your opponent's 'reacts' to same system/sector. In other words, vs decks like QMC or WYS that use those pesky Palace Raiders in Patrol Craft, this guy can wreak some havoc. Against decks like Hidden Base or Massassi Base Ops or something like that, you don't have to worry about their Ralltiir system's game text.

Chimaera, Devastator, Vengeance, Avenger, Stalker (V) - all have a base permanent pilot of ability = 2... which means that the extra ability 2 pilot from KDY (V) gives these ships a destiny draw.

Imperial Decree (V) - kills direct damage... considering the number of battlegrounds I'm going to occupy, I pretty much don't have to worry about ANY direct damage decks like Profit or LU(V).

Abyss - do you see any duplicate cards that are gonna be on table? I don't see any... so why not slap the hands of those people who like to abuse the destiny number on JK Luke?

The major losses this deck has had so far have been due to my own stupidity... I originally had Naboo in the deck instead of shields (I usually play without shields until I take a deck to tournaments... don't ask, it's just one of the ways I like to deck test), and forgot to swap it out before a tourney. First matchup was against an LSC... that kinda hurt, to tell you the truth. :P

Even then, this deck has pulled off some pretty amazing wins against decks that, quite frankly, it has no right beating. I can't wait to see the expression on an HB player's face when they find out that I'm running a Big Blue deck. >:)

Enjoy!

David Kangas

Shadow 31

Ophidian Agent

Vancouver, WA

See also

Sources


References