Jaymcmullan Watto NMNPND/YAS direct damage + power characters

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jaymcmullan Watto NMNPND/YAS direct damage + power characters is a Dark constructed list published on Game Players Network.

Deck info

Introduction

This Watto's Junkyard deck is designed to take maximum advantage of the 'economic' bonuses of the objective, with many deploy- and power-heavy cards.

Decklist

Objective

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Strategy

This deck works in a very straightforward manner. The idea is to get Watto and another character down on the first turn to get your objective flipped and to do the two points of damage, and if you feel like it (after checking for it when you go to get the chance cube, of course) you can drop Search and Destroy on the first turn as well and add another point of damage.

There are a few cards which really make this deck work well:

Tempest Scout 1 - Possibly the best vehicle ever made. Moves as a react for free, so holding the two sites is not as difficult as it seems. Mass your characters at Mos Espa leaving only a skeleton crew with Watto (your barriers and projectives should help keep watto safe on the first turn if you decide to leave him alone) at the junkyard and then react over whatever you need when they come for you. Tempest Scout 1 wins games... I'm considering putting in another one, actually. It is what allows you to hold down two sites against opponent's power characters.

Tatooine System - If anyone has any ideas as to how to get this card out, I'd love to hear them. If you're playing against ground deck, this system gives you a serious advantage, meeting the requirements of Battle Plan/Order, and letting you play Occupation and Fighter Cover. The space cards in this deck are few but quite powerful, and can do a good deal of damage against a space deck, but obviously a deck with sixty cards devoted to space will cream you in the end. Play carefully against space decks.

Fighter Cover - This is a bit of a pipe dream card, but you're allowed one of those, I think, especially if the destiny number is six. This card is great if you've got the chance to play it, but don't be afraid to throw it away if the game doesn't look like it's going that way, i.e. your system isn't out or your opponent is playing some Admiral's Orders. But if it gets down, it's pretty nasty. Lord Vader and Maul each chop at +2, or +3 if you're at the moisture farm, which essentially means no Jedi are coming near you. It also bumps their immunity which can be very important.

Aurra Sing - Well I don't know I'm giving her a try. Her gun is a 7 and that never hurts, plus with blaster rack you can put her down with her gun whenever. It's just... dropping a character's immunity is too good to pass up. Against TIGIH or LSC, you can drop a jedi with Aurra as long as you can back her up or have a Ghhhk to take the damage. This can be invaluable.

Phantom Menace x2 - Again, the argument here is mainly destiny. It makes Maul a powerhouse when he is on the table (to battle LSC Jedi, for example) and when he dies you get the consolation prize of having a 7 that's fairly easy to track, which Maul can use next time he comes down and crush whoever gets in his way.

Ability, Ability, Ability - Hang on to this card until the end of the game and it's over for your opponent, simple as that. More direct damage is always good, especially given the already-formidable damage this deck can rack up. This card can really wreck up an opponent once you've got a substantial character base on the table.

Precepts: Keep Evazan with Maul, keep Boba with Vader. No need for No Escape because we'll typically be occupying three battlegrounds. Wipe them out handles Palace Raiders and also lets you activate an extra force pretty much every turn. Use the chance cube as your face down card whenever the opponent hasn't saved any force, otherwise use an expensive starship if you've got one. Use Janus to track.

Matchups

There is only one question you need to ask when you see your opponent's objective--who is going to do more damage, you or him? If it's him (not too many decks do more damage, but QMC might) then work your strategy around going to him. If you'll do more damage, then focus on your game and he'll be forced to react.

LSC - LSC isn't popular in my area, but I have a few ideas. Don't play your jedi except to drop on his naboo forces to battle. You don't want to give him a chance to combat you because he'll smoke you, obviously. Try to focus on your damage, using the objective, A,A,A and your space units (since LSC doesn't typically pack much space stuff). If you get occupation out he's done. If he gets smart and doesn't put any of his jedi on naboo, put your dark jedi there and he'll have to sweep you out before he can do anything. This will be a difficult deck to beat, no questions about it, but if you can get your damage going and you shield (IFYLOFD) you should be able to out muscle him. Plus one drop and beat down with vader + boba is so damaging... give him hell if he gives you the chance.

TIGIH - This is a fairly straightforward game. The key is to drop an imperial at the landing site on turn one and trash YCHF for S&D.; He'll take three damage before he can even deploy a character, and on the second turn you should be able to cause another two damage with your objective. You can get some good damage going against TIGIH--obviously use Vader to hold Luke if it is an option, but don't be afraid to take a few points if it means depriving him of the generation, at least on the first turn, anyway. S&D; will do some good damage right off the bat, as will your objective. Play carefully and back up Vader with Fett when you get the chance. TIGIH decks don't usually have room for space so draw as much as you can to get Tatooine out and drop your ships there. Battle plan will choke him to death.

MWYHL - The idea? You are dead if he flips with enough force to cause you problems. Make sure you occupy three Battlegrounds to screw HOTJ. Unlikely that they will have space units, so draw for tatooine. You should be able to overpower him on the ground, so battle with a vengeance and focus on your direct damage. A,A,A and Occupation will be good, along with the objective. You'll satisfy BPlan as soon as Tatooine comes out and that will help as well. Get that damage piled up, because once he flips with a seven, you're in deep. Never leave test two on the jungle, no matter what. If MWYHL is popular around you, use an Omni Box to shuffle when he's tracking his 7, that can cause big problems for MWYHL too.

WYS - Complicated. If you flip, you can substantially reduce his ground power, because his raiders deploy +3. Also, your Wipe them Out will prevent raiders from drawing more than 2, which should work to your advantage. You have to be very careful against WYS because space is definitely in your opponent's hands. I would almost recommend you just trash your ships as you get them because it is unlikely you'll ever match him in space--of course, watch the game closely because you might get an opportunity... just watch out for barriers from the lost pile, they'll ruin your day in space and you'll take a ton of damage on the counterattack (where did I put that Ghhhk?) Focus on ground damage, and try to keep his forces off the ground, though admittedly that will be difficult. Watch out for Fallen Portal too, of course, as that is a WYS favorite.

HB - Focus on your ground game, and use Maul in the infiltrator to probe once he flips. Your damage on the ground should be pretty formidable, and if you place all your ships around tatooine you should be able to get some damage out of occupation. S&D; will take this deck apart, so make sure you don't let anything happen to it.

Against other light decks, make the decision early on whether space is an option, and whether they will out-damage you. Build your strategy around theirs if they look to be doing more damage, otherwise concentrate on your game and prepare for him coming to you. Have fun with this deck, I have found it to be quite powerful. Any suggestions are welcome.

See also

Sources


References