Icebreath THGG Uncut v2.0
icebreath THGG Uncut v2.0 is a Light constructed list published on Game Players Network.
Deck info
- Player: icebreath
- Published: 18 May 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS1
- Side: Light
- Starting Card: The Hyperdrive Generator's Gone
- Strategy: The Hyperdrive Generator's Gone
- GEMP Importable deck: Download (omits Bo Shek (V) (Virtual Set 1: Legacy), Sai'torr Kal Fas (V) (Virtual Set 1: Legacy): not in GEMP)
Introduction
Changed some stuff around, went through some more rigorous playtesting, and went undefeated in a tourney yesterday. 'Nuff said.
The published list has 61 cards.
Decklist
|
Objective Character
Weapon |
Starship
Location
Effect
Interrupt |
Strategy
After posting the original version of this deck (and only getting ONE rating... thanks Shewski!), I thought I'd try again. After extensive playtesting, I think I've gotten this deck as solid as it can possibly be using cards in my collection... and a few that I'm gonna have to borrow for a tourney or two. >;) I'm gonna use abbreviations a lot... you've been warned.
Opponent's first turn - use THGG to pull Tat.
First turn - use SWTJC (if in hand) to pull the C:JCC, pull Yoda. If you don't have SWTJC or C:JCC in starting hand, just pull Qui with the Outskirts. Pull the Tat:DB with SecCont.
Second turn - either get someone to the Junkyard, or start draining there if you've already deployed (stack a card on CWDF). Play a buncha characters.
Each turn until flip - drain, stack a card on CWDF, deploy, draw, rinse, repeat.
Once you've flipped, play Tat, and start dropping ships there. Queen's Royal, Bravo 2, and Bravo Fighter can hold the system just fine. The R-VII crew (Madakor, Williams, and BoShek) can hold any other system for a few turns... you can even throw R2 on for some extra power/forfeit/whatever. Get Celebration to the system. Each turn, retreive w/ Celebration, cause force loss from WNANO and your senators, drain (remember to stack cards on CWDF still!), and battle like crazy. Your Republic characters are now officially forfeit BEASTS, and a single one can easily soak up attrition and most (if not all) battle damage... and then they'll come back again from the Tank.
Card choices:
Jedi Council stuff - the one thing that THGG lacks is activation. With the Chamber and 2x Speak, the site will get down pretty fast. The Jedi will add more activation, while giving all sorts of special goodies (Yoda can 'teleport' a Jedi to another site, Plo Kloon can cancel that destiny 7 your opponent just drew in favor of something lower, Mace Windu causes direct damage when Padme's on table and Maul isn't). If you can suggest a better method for getting more activation (especially early game), I'm all ears... but without an extra boost like this, the deck will fail.
Radiant VII & crew - they can easily hold an opponent's sytem, effectively blocking a drain of 2-3... or even letting you drain for a few if your opponent's kind enough to provide something like Kessel or something. If need be, some forfeit fodder can be placed aboard and brought back to life each turn via Bacta Tank.
A Remote Planet - I usually save this for after flipping, once I've set up a stranglehold on Tatooine. Also nice against other Tat decks, as having Padme at a site screws over their drain potential.
Matchups (that this deck has already played):
ISB - a good ISB deck will slow you down, but keep the drains going steady and get the retrieval up ASAP, and try to shut down their operations with whatever you can spare. Be persistent... the only ISB game I've played so far timed out, with me flipping on my last turn (and kicking some butt in the process!). Once you flip, though, you're set.
Court - a VERY interactive matchup. You'll probably be stacking cards under CWDF more from winning battles than innitiating drains, but they may leave you alone for a while first... at the very least, all their sites give you that much more retrieval from Celebration... I think I got up to about 5 retreival per turn near the end of this game, and was leading my opponent's beatdown squads on a merry chase 'round the Dune Sea. >:)
More matchups to appear when I face 'em. I've also playtested against my AoBS (50/50 chance of winning), my friend's Imperial Occupation (V) (set up retrieval FAST!), and a couple other that I can't remember.
LMK via email or on the forums here if you've got any questions about the deck or how it works. Also, check out my orignal THGG Uncut deck, you may find some of the answers you seek in the strat section there. >:)
See also
Sources
- THGG Uncut v2.0 (Wayback, 20051102154456)
- GPN Star Wars Decks page 25 (Wayback, 20050430203312)