LordHoban DS
LordHoban DS is a Dark constructed list published on Game Players Network. The published title is not used as the page title; it is kept in the source citation.
Deck info[edit]
- Player: LordHoban
- Published: 15 March 2003 (Game Players Network)
- GPN category: Theme/Fun
- Format: Premiere - Theed Palace
- Side: Dark
- Starting Card: Set Your Course For Alderaan
- Strategy: Set Your Course For Alderaan
- GEMP Importable deck: Download
Introduction[edit]
'Oh, I'm afraid, the death star will be quite safe from your pitiful band.' 'Your overconfidence is your weakness.' 'Your faith in your friends is yours... and the Colo Claw fish of DEATH will be their undoing! Muhahahaha' -Manical laughter is a trademark if you want to be evil and cool. I'm practicing. :)
The published list has 64 cards.
Decklist[edit]
Strategy[edit]
--I replaced Lennox with Merrejk, and the 2nd Death Star Gunner with Mournful Roar. Use the Fanfare shield to pull Mournful from the deck and put it on the Fish. That way, if your opponent doesn't come to the Death Star, you won't even need a gunner to blow Alderaan...
--I'm scraping this deck as well and starting over. I'm gonna try with another angle.
--Shewski, Captain Lennox is awesome! Great forfeit fodder (5 to start, 7 with Imperial Arrest Order or aboard same ship with Captain Gilad Pellaeon, 9 with both), with decent other stats, 2 power, 2 ability, adds 3 to Star Destroyers he pilots, makes Tyrant power 9 on top of that. And I tend not to have a problem with getting my systems out. I usually have 2 systems in hand before I flip, and can pull the rest with the flipside of the objective. I'd rather have super Freaky Darth Vader (v) giving the -3 edge left and right with his posse of Death Star wingmen. You should see what happened the turn I flipped in the game I was playing against Senate (if only I had the proper defense and didn't forget Fear), I had 1 ship out, packed with 5 pilots (Adm. Motti, Ozzel, Piett, Chiraneau, and DS-61-2). Next turn another couple ships came out and some of the pilots were transfered over. I literally had most of my pilots in play most of the game. And yes, Shewski, you did inspire me to the power of Tractor Beams, but those 6s in the deck are key to blowing as well.
--I added a Hyperwave Scan (v) for Senate defense. If they are using Senate, start with that instead of Imperial Domination (v). I'm also considering Crush the Rebellion instead with Evader/Monnok combo (which I can play, retrieve, and play again). But that costs 2 card slots instead of 1. Oh, and I forgot Fear, NEVER forget fear. Instead of the 8-13 damage a turn from force drains, I should have been doing an added 6 from Fear. That might have turned the tide. Once you've got your ships make sure to keep that force saved up to cancel political effects on their turn. Without that force drain canceler, they might as well hand you the game right there.
-I took out R3-T6 because I didn't recall the fact that it goes against Imperial Domination (v). It slipped my mind. Oh well. I also took out the Central Core and put in the ONLY other Death Star site besides the docking bay that isn't a drain of 2 for my opponent (hence why I don't play the War Room, which I don't really need the extra icon, 1 is fine).
--With a quick suggestion, I decided to go for the Admiral's Order. It is in. Replaced the Death Squad Star Destroyer with another nonunique Imperial.
--I replaced Captain Piett with Admiral Piett to be able to pull the Order if needed, plus he makes my ships deploy even cheaper.
Ok, this is my limited blow sh*t up deck that I built for fun. In tests, I consistently blow Alderaan on turn 3. At its worst, turn 4.
First turn, 8 times out of 10, you can get your Superlaser out. Why? Let's look at the elements that help us get it out. A, if it's in your starting hand. B, if an Emergency Deployment (v) is in your starting hand (BUT, use it before you activate), which allows you to take a device or nonlightsaber weapon into hand from Reserve. Superlaser is a weapon. Finally, C, you have Sense/Uncertain is the Future in your starting hand. You activate, use it, draw a new hand. Out of a possible 15 card draw (opening hand + new hand), you should be able to get the superlaser or an Emergency Deployment. More likely than not.
Second element, having cards like Death Star Gunner and/or a Death Star site in opening hand. If you have one of them in hand, pull the other. Deploy them both second turn (unless, of course, you need the gunner to pull the superlaser, then, and only then, do you deploy them first turn because you don't want to be bothered by your opponent, even if you suffer no battle damage).
Third element, make sure you put a 6+ (as soon as you have one) on your Colo before turn 3.
Fourth element, if you have systems like Nal Hutta, Rendili, or Carida in opening hand, put those out. Do not deploy Kiffix or Malastare unless you are forced to use Sense/Uncertain is the Future. You don't want them getting that drain off you early on.
Other than that, first turn, move Death Star (unless Superlaser isn't out yet, which it should be in most games), and draw up. Put down the Battle Order shield to stall any early drains.
Ok, most games... Turn two, before you activate, pull your Commence Primary Ignition with A Million Voices Crying Out. Then, activate, deploy your Death Star site and Gunner there (one of which may have to come from Reserve). You should have your 6 ready on the Fish. If you have some good ships in hand, or feel you'd be ready to get them out quickly. Deploy any systems in hand, otherwise keep to the key 3 above mentioned systems with the -1 to Force drain for opponent. Move the Death Star to parsec 2. Draw up or save your force if you already have ships in hand.
Turn three, activate, initiate CPI. You have 6+2+death star unoccupied sites (probably 1-2), no matter what you draw. If you draw less than 6, use the Fish Force, as the Fish Force is with you! :) And yes, CPI is a weapon draw, so yes, Fish DOES work with it (I've checked, asked for a ruling, and thus, have gotten it verified).
The problem comes when they are playing on Hoth. If they are paying attention, they can make your destiny - the number of rebel base sites at Hoth. If not, oh well. You can always use the second gunner in such a case.
Now that Alderaan is gone. What do you do? First thing, recycle your gunner to search for a nonexistent superlaser. Get him out of harm's way, since you no longer have the battle damage protection from the frontside of the objective. Then, you might as well get a battleground system while you're in your Reserve and deploy that for the flipside of the objective. During this 3rd turn, you'll probably want to draw, get some good ships and pilots in hand. 4th turn is where you start majorly set-up for drains, using Fear Will Keep them In Line (v) with all your parsec 2 and 3 systems, and Admiral Chiraneau to add to your drains at those systems as well.
You may want to add another Imperial Command, but I couldn't find the room... so I added a sideboard for possible suggestions of alternate cards to use.
Don't forget Imperial Domination, use that and deploying Star Destroyers with A Million Voices for constant force retrieval. For the Imperial Fleet at your disposel, I chose ships for specific purposes, either for greater power, cheaper costs, or some other cool function/mixture of the above.
For weapons/devices, I decided to travel with a couple tractor beams (and appropriate 6 destiny support cards, 2 of each, plus I Want That Ship), Ion Cannon (to make their ships easier to reel in), and of course the new Generators are always nice. All of these items are pullable by way of Emergency Deployment (v).
The only interrupts that I haven't really explained is the Masterful Move combo, which is good for canceling a whole lotta stuff, including the pesky savrip. You may want to pack Shut Him Up or Shut him Down if Bacta Tank is too common in your area, as it is a 6 destiny canceler. Imperial Command, obviously, can get out your Admirals and limit your opponent even further for Battle destinies.
Lateral Damage is always a good surprise for taking out pesky ships. Outrider would look really silly reducing your power by 0. Use it for effecient beatdowns. Imperial Arrest Order is good for adding forfeit to several of your Imperials. Come With Me on Vader or your admiral will allow you to get any imperial pilots out (especially the backup pilots, like the DS-61's or Ozzel who provide good forfeit fodder and power to your ships). I have never used A Bright Center To The Universe, but I hear it can provide some much needed defense against the tyranny of the new LS Hoth objective.
The character selection is pretty self explanatory. Ozzel costs 0 for 2 power added to SDs, 3 on ground, 4 forfeit (6 with Imperial Arrest Order), Lennox (v) is great for forfeit fodder and makes 2 of your ships cheaper and more powerful. Piett has a built in Yoda Stew. Adm. Motti (v) makes your ships cheap. Pellaeon helps forfeit fodder to become even BETTER forfeit fodder, plus he's good deploying to Thrawn's location and on his ship, Chaemera. Darth Vader (v) plain rocks and helps hold a location, reducing opponent's BDs, twice if with either DS-61 pilot. The DS-61's are good pilots, good forfeit fodder, and Thrawn is a master of space.
I think that covers it. It's meant to be a fun deck, one of the few space centered decks I've ever built. I've had fun testing it out, and would like to play it against a real opponent now.
Please, responding, be constructive (or don't respond), and remember, it is all in good fun...
In a test game, turn 3 Alderaan was destroyed... on turn 4, I started with 14 force. I deployed Thunderflare for 5, Adm. Motti (v) aboard for 3 (up to 8), Deflector Shields (v), Ozzel for free, Tractor Beam for 2 (up to 10), then dropped Visage for 3 (8 - 2 for objective, - 2 for Motti, - 1 for Ozzel = 3, up to 13). Then initiated battle. Used In Range, drew a 4 (put 4 on Fish, used the 6 that was still there because I had drawn a 6 for CPI), captured a ship (assuming they had 2 there, went for the more powerful ship, also had an Our First Catch of the Day in hand, to add 2 if needed). Battle destiny = 2 (devastator, +1 for generator), switched that with the 4 on the fish. Total Power = 27 power. All for 14 force. I'm willing to bet that hurt. Just an example of how the deck can work. :)
See also[edit]
Sources[edit]
- Lord Hoban's Limited Blow Sh*t Up Deck (Wayback, 20051102154456)
- GPN Star Wars Decks page 33 (Wayback, 20050430203312)