Icebreath Don't Hunt What You Can't Kill v2
icebreath Don't Hunt What You Can't Kill v2 is a Dark constructed list published on Game Players Network.
Deck info
- Player: icebreath
- Published: 29 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
After playing around with it and meta-testing the deck, I've come up with this. Death to LSC!
The published list has 62 cards.
Decklist
|
Objective Character
Weapon Starship Location |
Effect
Interrupt
Epic Event
|
Strategy
The differences between the Vancouver meta and the Beaverton meta have forced me to alter this deck drastically to combat... well... Combat. This deck is pure Saber Combat hate... but it can hold it's own against most deck types.
Pull the Endor sites using Location x3 (V), and pull your "duel" cards (any cards with "duel" in game text) into hand... first "duel" cards to pull are Deep Hatred and Focused Attack, as they have the lowest destiny numbers.
After you get the Endor sites down, you can drop characters and drain like mad. Use Expand The Empire to "expand" the text from Forest Clearing to Dark Forest and Bunker, giving you an extra drain +1 at each of those sites. The sabers add a few more to the force loss your opponent is faced with. This is the general-purpose strategy (as opposed to the anti-LSC strat).
Now for anti-LSC:
Pull the Endor sites, Deep Hatred, and Focused Attack as before. Obi and Luke will figure fairly heavily in your opponent's strategy, so dueling and getting rid of them will give you a HUGE battle advantage. Because your opponent is going to be using combat cards as well, you'll have to use cards like The Ebb Of Battle, Blow Parried, and Focused Attack to boost your total beyond the pair of 7's you've got stacked as combat cards, or to damage your opponent's total.
For the most part, you can hold your opponent's sites with just Lord Vader and Young Apprentice and some fancy tracking on your higher destiny cards. While they're doing this, the rest of your group can drain happily away on Endor and at the Holotable. Simple yet VERY effective.
Card choices:
unique Royal Guards - I needed some non-saber weapons to use with the Artilleries, so the Force Pikes and the Royal Guards decided to show up. They can add battle destinies with the Force Pikes, and my average destiny number isn't hurt at all (three 4's and a 3).
The Ebb Of Battle - If drawn into my starting hand, I can give myself some extra start-up activation. If in my hand while I'm dueling, I can add 1 to my total duel destiny if that's what I need for a tie-breaker. If it's a combat card under one of my dark Jedi, I can reveal it and lose it to cancel a drain. And best of all, it's a destiny 5 used interrupt!
Blow Parried - Not only does this card let me do some in-turn drawing and cancel a few nasty light side cards like Obi's Journal or Clash, but it also screws up my opponent's combat cards. Woohoo.
After Her! - the only retrieval this deck has. A well-placed After Her! can give me a good battle location (+1 on each of my battle destiny draws) and/or 4 Force retrieval. However, this is only to be played if I've got enough force saved up and enough power characters in my hand to be sure that I can take the site on my next turn, otherwise I've just given my opponent an awesome drain bonus.
Enjoy!
David Kangas
Shadow 31
Ophidian Agent
Vancouver, WA
See also
Sources
- Don't Hunt What You Can't Kill v2 (Wayback, 20051102154456)
- GPN Star Wars Decks page 16 (Wayback, 20050430203312)