Icebreath THGG Rehashed

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icebreath THGG Rehashed is a Light constructed list published on Game Players Network.

Deck info

  • Player: icebreath
  • Published: 4 November 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS3
  • Side: Light
  • Starting Card: The Hyperdrive Generator's Gone
  • Strategy: The Hyperdrive Generator's Gone
  • GEMP Importable deck: Download (omits Chewbacca (V) (Virtual Set 3), Han's Heavy Blaster Pistol (V) (Virtual Set 1: Legacy), Sai'torr Kal Fas (V) (Virtual Set 1: Legacy): not in GEMP)

Introduction

A different take on The Hyperdrive Generator's Gone, with a look back at the THGG Uncut series.

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Epic Event

Strategy

After spending some time toying around with most of the cards in V5, I've decided to come back to THGG Uncut and patch up some holes. One of the biggest flaws in THGG's design is it's lack of activation potential. The objective starts you off with 3 icons, and lets you take Coruscant and/or Tatooine into hand to deploy when you flip, and leaves the rest up to you. In a deck that needs some quick mains to be tourney-viable, that kind of activation just isn't feasible. In THGG Uncut, I used the Jedi Council Chamber and a couple copies of Speak With The Jedi Council, as well as the Mos Espa Docking Bay to supplement my activation... and while I was pulling the docking bay first turn, the Jedi Council usually didn't hit table until 3rd or 4th turn. In Rehashed, I've taken out the Jedi Council and the docking bay... I'm starting podracing, giving me an extra icon starting out. I've also added Mos Espa and the Podracer Bay, as well as 2x Visored Vision (V) and 2x Entering The Arena. VV(V) can help with activation in two ways: as a Used function, if the opponent has at least 3 non-battleground locations, it lets me automatically activate 5 Force. As a Lost function, it lets me play a battleground location from my Reserve. Entering The Arena is also dual-functioning... as a Used, it pulls the Podracer Bay. As a lost, it lets me add a battle destiny at the Bay. So while my icons are still pretty much the same as in Uncut, I'm giving myself some better options to play around with (Visored Vision is just plain fun!).

Podracing, of course, is one of the biggest changes you'll see. I've found that any pre-flip retrieval you can get is gold. Podrace retrieval, combined with the extra activation from the Podrace Arena, and the tech benefits of I Did It!, gives me a lot of leniency where as previous decks required me to get things done right the first time around every single game.

The character base has gone through some revisions as well. I've reduced the overall number of characters by about 5-6, as well as changed a few of them around. I'm trying to emphasize the benefits from the flipside by focusing on more republic characters rather than multiples of Qui-Gon and tons o' aliens.

Space has always been a problem for me in THGG. When I try to give myself enough space power to hold the system (and then some), I end up lacking on the ground or in the interrupts/effects department. When I try to tone it back a bit, I don't have enough to hold the system against a dedicated attack. What I've ended up with here is three core ships (Falcon and the Bravo fighters) that can hold their own fairly well. Radiant VII was added in as an annoying extra that can back up the main force if needed.

Weapons layout is pretty much the same... the sabers, the blasters, and the bowcaster. Not much you can throw in beyond that.

The interrupts have also seen some changes. Besides the Visored Vision (V)'s, you'll notice the Old Ben and the Loyal Bodyguards. By reducing the number of characters in the deck, I was required to find ways of protecting the ones I have. Old Ben is pretty much in here as a Qui-Gon saver, though it works just as well with anybody else. The handmaidens were thrown in as recyclable forfeit fodder... Yane cycles to the Used Pile, Sache to the hand. With the objective flipped and Security Control on table, they're each power +1 and forfeit +4... throw Padme into the mix, and Sache is power +3 and forfeit +4, while Yane is power +1 and forfeit +7!... and with a Loyal Bodyguards, feel free to add a battle destiny while you're at it. Ouch.

... and we get to effects. Once again, this hasn't changed much... except for the fact that I'm now only starting with one (Sai'tor Kal Fas), and relying on drawing into Security Control rather than having it's bonuses from the get-go. A Remote Planet, Tatooine Celebration, and Bacta Tank are pretty much standard for a Hyperdrive deck.

All in all, I think the changes made should prove to make this deck more efficient than before, and definitely more deadly. When Virtual Set 6 releases, I'll be spending a couple of weeks re-working this deck again... I'm gonna have a TON of fun with Lobot (V), I'll tell you that much right now!

Enjoy!

David Kangas

Shadow 31

Ophidian Agent

Vancouver, WA

See also

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References