Icebreath Don't Hunt What You Can't Kill
icebreath Don't Hunt What You Can't Kill is a Dark constructed list published on Game Players Network.
Deck info
- Player: icebreath
- Published: 7 October 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS1
- Side: Dark
- Starting Card: Hunt Down And Destroy The Jedi
- Strategy: Hunt Down And Destroy The Jedi
- GEMP Importable deck: Download (omits Blaster Rack (V) (Virtual Set 1: Legacy): not in GEMP)
Introduction
Ouch.
The published list has 61 cards.
Decklist
Strategy
It's just plain mean.
You can play this deck one of two ways, depending on what your opponent decides to play... you can duel or you can drain. If your opponent is playing a deck where you won't likely see Luke or Obi hit the ground, plan on draining. If they're playing anything where they'll be dropping those two like mad, plan on dueling.
Either way, here's how you need to set up the rest of the deck:
Pull your Endor sites with Location x3 (V), and set them up with the Forest Clearing or the Dark Forest in the middle (preferably Forest Clearing). Get Palpy with Overseeing It Personally and Janus at a site, get Vader at another site, and Mara at the third site, and drop Expand The Empire on Forest Clearing. If you have no clue what that means, go read the cards and figure it out.
If you plan on dueling, Bad Feeling Have I (V) will be your best friend. Not only does it let you pull a Vader, but it can also pull the following cards at a cost of two force each:
The Circle Is Now Complete
Vader's Obsession
Deep Hatred
Maul Strikes
They Will Be No Match For You
Focused Attack
In other words, you will be able to completely dominate in duels.
Card choices:
IG-88 (V) - Tunnel Vision on wheels. If your opponent decides to come after you on Endor, drop him and Sidious to a site, use Neural Inhibitor to grab one of their characters, and then use IG's game text to pull cards from your force pile for the rest of the game. Woohoo.
Dengar In Punishing One - cancels immunity to attrition... need I say more?
Image Of The Dark Lord (V) - either limit their drains or give yourself a destiny 6 hologram on the holotable... you choose.
Enjoy!
David Kangas
Shadow 31
Ophidian Agent
Vancouver, WA
- UPDATE***
response to reviews
BobaFett: <rant> put in more high-destiny cards? What am I gonna pull, my characters? My starships? My sabers, perhaps? Or maybe I'll just pull out the locations to get rid of those pesky 0's that I'm PULLING OUT OF THE DECK ANYWAYS.
Put in more dueling cards? IN CASE I CAN'T GET THEM?! Thanks for not reading... Bad Feeling Have I (V) PULLS THEM. Real smooth there, chief. :P
</rant>
DrunkEwok: So they get cancelled. Big whoop.
OK, you guys keep telling me to put in more high-destiny cards, yet here I see you telling me to play more copies of an extremely low-destiny character that I've already got enough of? Thanks for the confusion, keep it coming.
Phantom Menace isn't that big a deal here. If anything it's a one-turn surprise card, and a destiny 7 hologram... once the opponent sees it hit table, they'll take out Maul with anything BUT Jedi... which defeats the whole purpose.
Master-Jedi: Here's a destiny make-up for you.
0's - 6 (all pullable)
1's - 21 (mostly characters and weapons that will hit table quickly)
2's - 3
3's - 5
4's - 1
5's - 5
6's - 7
7's - 2
That gives me an average destiny of 2.54... after my starting hand (will give it a total destiny value of 20, based on the average), and after pulling my Endor sites, Vader and stick (odds are I'd have a Maul in hand by this point, so throw Maul and a stick into the equation), Deep Hatred and Focused attack, that puts my average deck destiny at 3.09. Any deck with an average destiny of 3+ is doing good in that department. As I keep pulling out the low-destiny cards to play on table, the destiny number keeps jumping higher. And don't worry about those destiny ones rearing their ugly heads in duels... that's what combat cards are for.
Dr. E combo is a must in a beats deck. This deck does dueling, and this deck does draining... this deck does not do beats. If I was playing Hunt Down beats, I'd have two copies of Dr. E (non-combo) in here, as well as a couple Disarmed's.
IG-88 and gun stay in... he's a great defensive powerhouse with some awesome tricks up his... erm... circuit panels. As for the other "weaker characters"... are you talking about my pilots? Because if you're starting to call Palpy or Sidious or Boba Fett "weaker characters", I'd be pretty worried. >;)
The only way the pilots would go is if I scrapped space completely... and I'm not willing to do that.
See also
Sources
- Don't Hunt What You Can't Kill (Wayback, 20051102154456)
- GPN Star Wars Decks page 17 (Wayback, 20050430203312)