Jeeps Invasion of the B.D. Snatchers 2.0

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Jeeps Invasion of the B.D. Snatchers 2.0 is a Dark constructed list published on Game Players Network.

Deck info

  • Player: Jeeps
  • Published: 13 June 2002 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS2
  • Side: Dark
  • Starting Card: Invasion
  • Strategy: Invasion
  • GEMP Importable deck: Download (omits We're All Gonna Be A Lot Thinner! (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

This is version 2.0. From its original creation, this deck has seen some major changes. I noticed from the first deck that it suffered weaknesses in space. Well, I have exchanged for some beauty cards to solve the space problem. I have also found that WYS would serve as a tough match up with the added destinies, attrition and immunity, so I have added some things to help crack these elements and outlast my opponent at Naboo. Also, with the new Defenseive shield, I Find Your Lack Of Faith Disturbing, I didn't need the Light Saber Combat protection I once had.

The published list has 62 cards.

Decklist

Objective

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Strategy

REPONSE TO REVIEWS:

Admiral_Sjet    "First Off, Im wondering why you would put The Phantom Menace In."

Obviously so I can load my battle ship with pilots, grab Nute Gunray, Rune Haako, and flip my objective.

"Plus, if you have all three of the big Neimoidians (Gunray, Haako, and Dofine) plus some of the lesser known ones like Sil Unch, Neimoidian PIlot and Tey How, it shouldnt really be a problem to get one to the throne room. "

Uh... I don't want Sil, Neimoidian Pilot or Tey How at the Throne Room. What good would they do there? They need to be in space for forfeit and power. Also, being able to pull cards is KEY in SWCCG. So why shouldn't I use a card that focuses one of the ONLY BIG GUYS I have? I need all the offense I can get.

"As Far as i could see, All you had in was the Blockade Flagship, a Droid Control Ship and Maul Ship. Hidden Base would definitely own that."

Maybe, but not "definitely". With 4 Trade Federation Tactics, a Control Ship and Guri, a reacting Laser Cannon, my opponent will be hard pressed to launch an offensive on Naboo.

"Id suggest addding some DFS Squadron Starfighters with a few Droid Starfighter Laser Cannons."

Oh, I see and play with a 65 card deck. Hmm... good advice. I hate it when reviewers don't take the time to explain how they can do the things they "demand" I do.

"One thing i experimented with though were STAPs. TT-9 can pull them from reserve deck, and so a combination of Tank COmmanders and Staps can be vicious (Neimoidian Pilots are alos good). With STAP cannons, they can easily shoot jedi if you track right. Plus, two staps, one witha tank comander, one with neimoidian pilot makes for two battle destinies, immunity to attrition of 4 for each, two weapons that fire for free, and 10 power. Track a Battle droid blaster rifle for destiny and you have a dead Jedi."

This deck has 15 6's and 7's. Your "experiment" has that many 2's and 3's. And you're expecting your opponent to sit back and watch you set up a 6? Not going to happen.

"Otherwise it looks solid."

Yeah, like Elvis's colon. Thanks for the advice, but I will stick to what works. SHEESH!

END RESPONSE

Invasion is the Watch Your Step for dark! I have heard some say that the destiny is too low and that this deck is too restrictive to what types of characters you have to play (only characters with _trade federation_ in their lore can be played), but only after three turns of pulling sites and characters, the destiny is out of this world! The droids just keep coming at your opponent. It's an amazing machine when ran properly.

This is version 2.0. From its original creation, this deck has seen some major changes. I noticed from the first deck that it suffered weaknesses in space. Well, I have exchanged for some beauty cards to solve the space problem. I have also found that WYS would serve as a tough match up with the added destinies, attrition and immunity, so I have added some things to help crack this elements and out last my opponent at Naboo. Also, with the new Defenseive shield, I Find Your Lack Of Faith Disturbing, I didn't need the Light Saber Combat protection I once had.

This deck offers a great deal of interaction, so off the bat, a deck that focuses on hiding or running away, might be a tough match up.

First turn, I do some searching. I don't try for the immediate flip. It's tempting, 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!). Some might foget that the icon at Naboo reappear when your objective flips. I don't like giving my opponent force until I know it's safe (or at least, have a good feeling it's safe). First, activate and look for a Nemoidian Pilot to fly the Battleship. I like Daultay Dofine because of his immunity adding for the ship <5 (With We're In Attack Positio Now, that's <7!), but Tey How, Sil Unch or even the non-unique Nemoidian Pilot that deploys for free (-2 to Naboo) and activates a force when I deploy him is nice. Next, I search for some sites. I can search with my effect, Begin Landing Your Troops, to get my 0/1 docking bay or use my objective to look for the Theed Palace Docking Bay (while I am looking for a pilot, I look at what sites I have in my reserve.). I have taken almost all of my zeros out of the deck, jacking the average to near 4.0!!!! Whatever you do, don't go for the Throneroom right away!!! Only deploy this when you have Lord Maul or a strong Nemoidian (preferrably Nute or Rune) and a battle droid in hand to deploy there. Reason? You want to have support to keep your objective flipped. 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 enough force to get your droids out and maintain them with Droid Racks. With your objective flipped you get several wonderful benefits: -1 to your Trade Federation Droid's deploy cost, TWO battledestinies with two different TF droids or a Nemoidan/Droid pair, and you can place interupts Out Of Play!!!! HOLY MOLY! With the Battle Droid Officer, it's another -1 for your INFANTRY droids, and with the AAT, you can take your Battle Drods into hand for only one force. I usually like to stick that sucker on my battle ship for emergancy forfeit (Droid Racks only says the AAT needs to be on the table.).

What's not to love with this deck?

Card Choices:

Self-Destruct Mechanism. Make your opponent target one of your battle droids instead of Maul, Sidious or your Nemoidian. This makes them mad! Use this with the next card and make them even more mad.

Oh, Switch Off. I like this card because it protects your droids from everything! Here's the scenario: they target Maul, you use Self-Destruct Mechanism and then play Oh Switch Off when they try to target the droid. It's cancelled. You just cancelled their weapon. You then swing like mad with Maul's sword!WOW!

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!)

Halt! This card is nice against WYS decks that like to dodge or run away from battles. It makes a character's movement 0, so I can beat down a lone Melas at the Cantina. Also, if my opponent has deployed a character or a bunch of characters and not left themselves enough force, I can make them bounce a character back into hand. With BO/First Strike as my starting effect, I can assume my opponent will leave force for that, but not for Halt!. A good card choice for this deck and a destiny 6 used interupt!

Trade Federation Tactics. Okay, this was the slap on the head card I was missing in the first version. You see, I get a good drop in space, but holding it versus Hidden Base or WYS would be tough. This card basically nullifies Dash in Outrider. He will usually take my ship down 6 or 8 depending on if he has a pilot with him. I use TFT and I get that power back. The other text to this card reduces a ship's forfeit to 0 if my Battle Ship is armed with a weapon. I figured I won't use this much, but there might be a time to do so... Downsides to this card is that it's unique and a lost interupt- that's why there's 4 of these puppies in here.

We're Gonna Be A Lot Thinner. A good card to use for extra activation. My deck can only activate 10-11 max, so this card has potential uses. Luckily, my deployment is low, so I only need 8 force to make things happen. This card is just too good to be ignored.

Imperial Artitllery is a great card. I don't need to explain it's excellence in this deck.

We're In Attack Position Now. I originally used the Theed Palace Admiral's Orders, but this one helps by lowering my deployment of pilots to ships andincreasing my immunity to <7 if Daultay is aboard. The rest of the test is just fluff.

Take Them Away. Good against undercover spies... usefull secondary test too (-1 to battle destiny). It's pullable with Nute. Recycible too.

Ebb of Battle. This is such a great card, Extra activation when you need it. I use it early game for that extra _oomf_ to squeeze more from my droids. I use it late game against Draw Their Fire. A must card for almost EVERY DS deck.

I took out Maul's Infiltrator in favor of Guri. She limits draws to one. That's huge for keeping space.

UPDATE 6/16/02: This deck went 2-1 at the Bespin Regionals (only losing in a timed game by 2!).

Peter Jacobson

Shadow 62

See also

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References