Jeeps INVASION of the B.D. (battle droid) Snatchers
Jeeps INVASION of the B.D. (battle droid) Snatchers is a Dark constructed list published on Game Players Network.
Deck info[edit]
- Player: Jeeps
- Published: 7 May 2002 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Reflections III
- Side: Dark
- Starting Card: Invasion
- Strategy: Invasion
- GEMP Importable deck: Download
Introduction[edit]
Surprisingly, this deck is not often played or even talked about in the tournament scene... Why not? It's a beauty of an objective, it's easy to flip, gives you a starting ship, generous activation, offers several forms of protection from the opponent (although not from STD's and pregnacy), and has some great battle modifiers... what's not to love about this objective?
The published list has 68 cards.
Decklist[edit]
|
Objective
Character
Weapon Starship Location |
Effect
Interrupt
Admiral's Order Epic Event
|
Strategy[edit]
(Responses to reviews below)
Some may say that the destiny this Objective gererally uses is too low. Also, many believe it is too restrictive to what types of characters you have to play (only characters with _trade federation_ in their lore can be played), but if you tweak this deck with all the anti-LSC cards, then the destiny is out of this world!
I love this deck for the game interaction it creates. Here's what I do:
First turn, I do some searching. I don't try for the immediate flip. It's tempting (since it's so easy- "control Theed Palace Throne Room with a Nemoidian"), but you need to have some patience (Dropping a lone Nute at the Theed Palace Throne Room is the best way to end the game if you have to use the bathroom in mid-game!). Next, activate and look for a Nemoidian Pilot to fly the Battleship using the Battleship's game text. I like to pull Captain Daultay Dofine because of his immunity adding <5, but Tey How or even the non-unique Nemoidian Pilot that deploys for free (-2 to Naboo) and activates a force when I deploy him is a sutible option and nice(while I am looking for a pilot, I look at what sites I have in my reserve.). Then, I search for some sites. I can search with my effect, Begin Landing Your Troops to get my docking bay or use my objective to look for the Theed Palace Generator. If I have We Must Accelerate Our Plans, I look for the Battleship Bridge. I have taken almost all of my zeros out of the deck, jacking the average to near 4.0 and activating on average 9 force by the second turn on my own. Whatever you do, don't go for the Throneroom right away!!! Only deploy this when you have Lord Maul and a battle droid in hand to deploy there. Reason? You want to have support to keep your objective flipped. Additionally, I use Phantom Menace to look for a Nemoidian. Remember, just controlling the Throneroom isn't enough; you need a Nemoidian there too. So, basically, by turn three, you should have flipped and be generating about 11-13 force minimum. With your objective flipped you get the wonderful benefits of: -1 to your Trade Federation Droid's deploy cost, TWO battledestinies with two different TF droids or a Nemoidan/Droid pair, starships get immunity, hold down your opponent's drains to no more than two and you can even place interupts OOP!!!! HOLY MOLY!
Once you flip, I like to pull the Battle Order shield since Naboo System becomes a battle ground location again and all of your Naboo sites are battlegrounds. Make them pay to drain.
What's not to love with this deck?
Card Choices and Goodies:
Self-Destruct Mechanism. Make your opponent target one of your battle droids instead of Maul, Sidious or your Nemoidian during a battle. This makes them mad! Use this with the next card and make them even madder.
Oh, Switch Off. This is a new addition. I like this card because it protects your droids from everything! Here's the scenario: they target Maul, you use Self-Destruct Mech and then play OSO as they are forced to target the droid. Play this card and their targetting is cancelled. You just cancelled their weapon. You then swing like mad with Maul's sword a few times, perhaps place a jedi or two out of play with Sidious sitting somewhere stroking himself and BANG, the game should be a nasty darin race.!WOW!
Deep Hatred/Dark Rage: Anti-LSC cards. I am using Nabbo as my Base of Operations; I had better be able to keep it safe, huh? I even like playing against LSC because my deck can go up agianst it. Plus, I can stack cards for Maul Strikes if I am not playing LSC and duel and knock Jedi off the table...
Ebb Of Battle: I really like this card in most of my decks. I love the recycled activation is gives, the protection from Drains, and the bonus to Lightsaber Combat. It's a great utility card.
Take Them Away. The anti-undercover spy card. Needed in this deck to get rid of them. It can be pulled with Nute and recycled if necessary.
Activate the droids: The Scum and Villany of Battle Droids. Activate 2 or Retrieve 1. Quite helpful at times!
With Droid Racks, you keep your droids on the table. It's nice, it allows you to protect yourself from a variety of decks (I particularily like 383-1204- this guy can cancel a jedi's immunity for 1 force. See ya Qui-Gon!. How about SSA-306? This dude single handedly takes care of pesky WYS decks by making their deploy +4 and cancel their ability for drawing battle destiny... wow!)
Enjoy this deck. It's new and fresh; in most match-ups, your opponent will often be looking at your cards wondering, 'what the heck should I do?'
[Response to review: Giving force can be a problem, but one that I don't think is that big of deal. First, you don't give your opponent much force first turn, only one because Naboo's Icons are suspended on the 0 side of the objective. Second, you are given a -1 deployment and that makes up for the extra force you may give your opponent. I can deploy 3 droids from my hand or even from Droid racks with the force I generate with no problem. Using the CC: Incinerator is interesting, but far too clumsy. Droid racks keeps your droids from leaving play. How can I pull the Incinerator? It's just a floating location that wouldn't serve too much of a helpful purpose. Additionally, using TT-6 is not really an option since only one of my 7 or 8 droids is a leader that can be pulled with it... it's just not worth it. You offered good comments. I encourage you to work with this objective and let me know how it goes.]
[Response to 10010100's review: Thanks! Your ideas are great and I agree. I will work with your suggestions and see how it works! Again, thanks for the detailed, helpful, and honest review :)]
[Response to RexBanner: Yep, Falcon will definitely be tough, but I think that the changes I made with the help of Trade Federation Tactics will help (the added power to my side will slow them down). Besides, if they go to space AND try to stick with my ground forces, they will be sread too thin. I get such an impressive jump start on them that I can see my having an impressive amount of forfeir to keep my ship in space. Methinks you judge far too harshly- do you have a deck in the "top ten" that needs to be number one instead of mine? No decks are 100% fool proof and I haven't ever seen an Invasion deck posted on this or the "other" site. So, I guess, I will just do my best to ignore your "advice."
Peter "jeeps" Jacobson
Shadow 62
See also[edit]
Sources[edit]
- INVASION of the B.D. (battle droid) Snatchers (Wayback, 20051102154456)
- GPN Star Wars Decks page 53 (Wayback, 20050430203312)