Icebreath Dizzy Miss Leia

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icebreath Dizzy Miss Leia is a Light constructed list published on Game Players Network.

Deck info

  • Player: icebreath
  • Published: 30 January 2004 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS6
  • Side: Light
  • Starting Card: Yavin 4: Massassi Throne Room
  • Starting Interrupt: Heading For The Medical Frigate
  • Strategy: Yavin 4: Massassi Throne Room
  • GEMP Importable deck: Download (omits Princess Leia (V) (Virtual Set 6), Han (V) (Virtual Set 3), Han's Heavy Blaster Pistol (V) (Virtual Set 1), Civil Disorder (V) (Virtual Set 6), For Luck (V) (Virtual Set 3), Flash Of Insight (V) (Virtual Set 5): not in GEMP)

Introduction

TRM with an attitude. A new twist on an old favorite (or maybe not-so favorite).

Decklist

Character

Weapon

Starship

Location

Effect

Interrupt

The post names no Defensive Shields.

Notes

  • The Starting header says 4 but lists 5 cards; total 60 as posted.
  • Posted 'Farmboy (non-V) x3' dested the Premiere Luke Skywalker (the strategy builds on 'the cheapest possible versions of the Fab Four').
  • Original-era (V) cards dested to the newest printing legal on 2004-01-30: Han's Heavy Blaster Pistol (V) (VS1); Han (V) x3 and For Luck (V) (VS3); Flash Of Insight (V) x2 (VS5); Princess Leia (V) x2 and Civil Disorder (V) (VS6). The draft had read Han (V) as the printed Han Solo and Princess Leia (V) as Leia (V).
  • Posted 'Y4: Throne Room' dested Yavin 4: Massassi Throne Room; 'Cor: Jedi Council' Coruscant: Jedi Council Chamber; GLiG1/RLiR1 Gold Leader In Gold 1 / Red Leader In Red 1; 'R2 in R5' Artoo-Detoo In Red 5; 'Leia's Rifle' Leia's Blaster Rifle; 'Han's Blaster (V)' Han's Heavy Blaster Pistol (V); 'Battle Plan & DTF' Battle Plan & Draw Their Fire.

Strategy

Where to begin... the backstory behind this deck, perhaps?

ECF and I were sitting around playing Wars and Raw Deal, talking decks and getting ready for our trip to Dragon Con. He happened to mention wanting to run a mains platform using the cheapest possible versions of the Fab Four, the Fab Four effects, and a LOT of battle destiny adders. Neither of us ever really got around to building the thing... until now.

This is actually more of a work-in-progress than a completed deck (there's some cards I need to beg/borrow/steal off of people, and some combos I want to try out), but I thought I'd post it up and see how the idea itself goes across with some of you guys. In other words, feeback, feedback, FEEDBACK! >:)

On to the deck strat. First couple of turns are gonna be used to activate and draw... and activate and draw, and activate and draw. For those of you who've played various versions of TRM before, you know the routine. However, if you get some good pulls (a location or two, a couple of mains, and a corresponding buddy interrupt), a second-turn beatdown can start off the game REAL nice (in one test play, I got off a Leia/Chewie/Protector beat second turn, Leia stayed on table, and Luke and Han soon followed with a Skywalkers and Don't Get Cocky).

As the game goes on, you'll be setting yourself up with some targets of opportunity... a site where the opponent has just a handful of characters that can be easily dispatched, a lone main trying to look inconspicuous, etc. Beat the crap out of 'em and deal some overflow. That pretty much covers the basic game plan. >;)

Unfortunately, this deck will get absolutely creamed in space. The best you can do is set up R2R5 and GLG1 with some mains as pilots and corresponding beatdown cards in hand... like I said, this is a work in progress, give it some time. I plan on throwing in a couple more starships that can hold pilots (probably pull out RLR1 and GLG1 at that point), possibly Home One, Falcon, Tantive, Liberty, etc. *hint - feedback, feedback, FEEDBACK!*

Now for a few of the card choices in here:

Padme/Panaka - why these two? Because nobody expects them. Panaka with gun can deal some direct damage, while Padme helps pull out those EPP Jedi... and we can't forget their buddy card, either!

They Win This Round - Most people think of this as just a retrieval card... a bad one, granted, but still just a retrieval card. However, when you're planning on drawing multiple destinies (sometimes 5+), having this at the site to add to those destiny draws could make all the difference between clearing a site and leaving a few stragglers left to start off a counter-beat. As it is also a cyclable 5 that can do some retrieval, I thought it'd be nice to give it a try.

That's One/Count Me In/I'm With You Too - TO is pretty much just a setup card to allow you to drop CMI and IWYT, which are absolutely EVIL. CMI is also great in combination with Flash Of Insight (V), allowing you to see what kind of destinies you *might* want to replace with Leia's ability number (4), and what kind of destinies you might want to let go through (5's 6's and 7's). IWYT is just salting the wound, guaranteeing that the Fab Four won't leave table due to attrition, and doubling whatever the total battle destiny is (which can get pretty nasty since you'll be drawing at least 2, probably 4-6, with a possible +1 to each of those from They Win This Round on each of those... in other words, a potential game-breaker).

That just about does it. Did I mention that I'd appreciate feedback? >;)

Enjoy!

David Kangas

Shadow 31

Ophidian Agent

Vancouver, WA

See also

Sources


References