Karrde This Can't Be Legal v1.1

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karrde This Can't Be Legal v1.1 is a Dark constructed list published on Game Players Network.

Deck info

Introduction

Uses the darkness in the senate to full advantage. Powerful beatdowns and really annoying side strategy. please rate

The published list has 65 cards.

Decklist

Objective

Character

Creature

Weapon

Starship

Location

Effect

Interrupt

Strategy

With this deck it is very important to check out all the gametexts (for example knowing that Tikkes adds 2 to force generation at each battleground you control really changes how you play).

The basic strategy is to control the senate (getting all of the nice benefits) and lay beatdowns where ever possible. 1) First things first, flip the objective. The longest it should take is 3 turns, but with a good hand it happens in one. Once flipped, get the political effects out and try to get one of each senator at the senate (except for Orn) for their benefits. Lott Dod is especially useful. 2) Go for the beatdowns. Use elis helrot to move your characters around for that element of surprise. The weapons are very deadly with Dr. E (hits are automatically lost, BEFORE power segment; the repeating weapons can wipe out armies of toys while the lightsabers w/dark strike can take down jedi quite easily). B/c of edcel bar gane your opponent only gets one battle destiny, while you usually get multiples. It should be possible to win most ground battles, especially if most of their power hits the lost pile before the power segment! 3)Sometimes your opponent will try to hide on you. Arica is very nice for surprising all those Dantooine ops decks, and search and destroy makes it costly to hide. Also, creatures really shine here. The 3 womp rats together each have ferocity 4+destiny! With some luck, that’s even a jedi gone down the gullet. Liberation (V) is very popular right now. Too cold for speeders effectively kills it. All their pretty rogue squadron is power 0, maneuver 0, and can’t move! The wampas do a very nice job munching on the citizens of echo base as well. If the opponent refuses to come out of his shell, drain on tattooine and senate. With all possible bonuses you can drain for 10 a turn. 4)The freak show. The part that really annoys your opponent. Use the objective to remove random cards from hand. Use m’iiyoom onith to wipe out your opponents stash of aliens and rebels, then add insult to injury when he loses force to ability, ability, ability when he doesn’t have ability to deploy. These will often convince your opponent to deploy quickly, not wanting to lose crucial cards to the lost or used pile. Limited resources takes advantage of this with a hefty 4 force loss on your turn. Card selections: pretty obvious I think for the most part. The space force is small, not too expensive, but is fairly powerful. Squabbling delegates gets senators out and retrieves, sense cancels in particularly annoying interrupt of the opponents, and the locations were chosen with draining in mind. I’ve done pretty well with this deck before, but this is an updated version. I would love any suggestions to make it better.

comments: shewski, thanks for the heads up on m'iiyoom onith. if i had the split cards i would play them in an instant. same for phantom menace. when i get it and if the trace was correct they are both going in with i will find them quickly.

See also

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References