Icebreath Mind Games/Save You They Can
icebreath Mind Games/Save You They Can is a Light constructed list published on Game Players Network.
Deck info
- Player: icebreath
- Published: 3 August 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS3
- Side: Light
- Starting Card: Mind What You Have Learned
- Strategy: Mind What You Have Learned
- GEMP Importable deck: Download (omits Wokling (V) (Virtual Set 3): not in GEMP)
Introduction
Classic-format MWYHL that will drive your opponent up the walls.
Decklist
|
Objective Character
Weapon Starship
|
Location
Effect
Interrupt Jedi Test |
Strategy
This deck has a couple tricks up it's sleeve... for those of you who don't know how to Jedi Test, take a look at some other decks to get the idea. I'm not gonna bother typing for 10 minutes to explain a concept as old as the hills.
Basically, just start off with standard testing. Use Wokling early on to pull Launching The Assault so that you can get Home One out quickly. Keep in mind that LTA is cancelled when Rendezvous Point hits table, so hold on to RP until you're ready.
When you get around to tracking destinies for test 5, use Levitation to pull Artoo, and then drop Artoo using Mirax. Once you finish testing, Luke is just gonna sit around on Dagobah and meditate for the rest of the game.
The Kessel Runs are a neat little trick to pull off. Have Melas aboard the Falcon or something at Rendezvous Point, drop a Kessel Run targetting him, move to Kessel, transfer Melas to the Pulsar Skate, then move back to Rendezvous Point for a 9 Force retrieval.
As for the Mind Games, noted in the title... the Jedi Tests are going to cause some headaches for your opponent as-is, but cards like Stone Pile (grab two cards from their hand), Eyes In The Dark (turn their Lost Pile face-down so they can't see what they're losing from their deck), and Polarized Negative Power Coupling (turn Used Piles face-up... you've got nothing to hide, and neither do they! They also can't take actions back after using Force because cards have been revealed... this is a great way to catch people making mistakes).
With your constant drain of 3 at Kessel, your limiting the opponent through your various tests and disruption cards, and your massive ammounts of retrieval, they'll be extremely frustrated with your deck by the time the game is over.
All in all, it's a fun deck to play with and against... though it may not be the most competitive, it's no slacker either!
David Kangas
Shadow 31
Vancouver, WA
See also
Sources
- Mind Games/Save You They Can (Wayback, 20051102154456)
- GPN Star Wars Decks page 20 (Wayback, 20050430203312)