Maximus Greejatus WHAP!

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Maximus Greejatus WHAP! is a Light constructed list published on Game Players Network.

Deck info

Introduction

Basically I think this an easy to make deck for Episode 1 tournaments and can easily be modified to kick butt in regular tourneys.

The published list has 53 cards.

Decklist

Objective

Character

Weapon

Vehicle

Location

Effect

Interrupt

Strategy

remember this is for Episode 1.

Ok for those of you that are counting thats 59 cards. the 60th depends on what you expect to encounter. Quick Decks- Effect getter. Either use it to start Brisky or keep it in the deck to pull one of the two effects later.

Senate- ALTER!!!!

Let them make the first move- Ascension gun.

Invasion- destiny adder. no giben up.

Mauls hut deck- Vergence in the force

Or just put in another control

Okay, to strategies. First off i know there is no space in this deck. Its not needed, all you need to control for this deck is ground. There is no Battle Order for Episode 1. Your one issue is force drain cancellation.

The main them for this deck is gungans. The key for this deck is to set up tarpals and jar jar on kaadus at the swamp, with dams denna and all the other kaadus. Then put gungan guards at the swamp, battle plains, and courtyard. Get Steady, Steady out to the Battle Plains and force drain. kaadus add one to the force drains at the swamp. dams denna allows you to deploy them from the reserve deck and allows them to go to the used pile when lost from table. so with 5 kaadus at the swamp, you force drain for 6 a turn. If your opponent comes to battle you there, you lose the kaadus to attrition, straight to the used pile, and start redeploying them. If your opponent goes after a lone gungan guard, you react with tarpals and jar jar and lay the beatdown. you dont even have to flip your objective. Your force drains at those 2 sites will be 10 all by themselves.

Specific decks

Senate- alter the drain cancelling effect immediately, force drain as usual.

invasion- beat the living daylights out of them, dont even worry about flipping. try and keep the big drain at the swamp going. stack amidala and panaka there, keep them there to hold the fort and use jar jar and tarpals to react to where they are battling. they cant ignore you and just go drain inside, your drains will be too much for them to withstand, they have to come to you.

let them make the first move- flip as soon as possible, get a jedi to the first interior site and leave him there, that gets the dark jedi moving in the wrong direction and they cant battle you, once you flip drop ONE jedi (preferably mace) to the throne room and park it, when they duel the jedi off beat them down using destiny adders. If you have they win this round when youre ready to move towards the throne room, use it. then move the jedi in and it doesnt matter that its force drain plus one cause they cant force drain there. once you drop the jedi at the throne room get someone to the location and retrieve the force, including the jedi that got dueled off. keep using the effect and give that dark jedi a work out, back and forth, but beware of qui gon's end. once you take care of the flip, set up the drains. And who said kaadu were useless Enjoy! pete

See also

Sources


References