Myn Kyneugh Colin Bomber Harris

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Myn Kyneugh Colin Bomber Harris is a Light constructed list published on Game Players Network.

Deck info

  • Player: Myn Kyneugh
  • Published: 17 June 2002 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS2
  • Side: Light
  • Starting Card: You Can Either Profit By This...
  • Strategy: You Can Either Profit By This...
  • GEMP Importable deck: Download (omits A Close Race, Only Jedi Carry That Weapon, Planetary Defenses, Sai'torr Kal Fas (V) (Virtual Set 1: Legacy), Escape Pod (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

Profit mains with high destiny, powerful drains, and big mains.

The published list has 69 cards.

Decklist

Objective

Character

Weapon

Location

Effect

Interrupt

Strategy


update-----

you may want to take out the traffic control for an episode 1 alter if politics is big in your area and for fear will keep them in line. If senate isn't that popular in you area, put in a regular premiere alter.

destiny layout

0s-3

1s-12

2s-3

3s-4

4s-5

5s-13

6s-11

7s-2

Well, let's see. This deck is mainly built around high destiny, powerful characters, and high draining power. There is also some character elimination, some anti-duel, and a bit of card recycling. This deck does quite high destiny with 31 out of 53 usable cards (non-start) being 4's and above. There are a lot of fives with the sixes trailing in second. 11 sixes is really nice when you depend on destiny a lot. The zeros of the deck can all be pulled with Mindful except for one of them. Four of the ones can be pulled via the Outskirts and Sai'torr Kal Fas. One of the threes can be pulled with Wish to Board at Once. Now, the powerful characters. Oh yes, Qui-Gon is powerful with his stick. He is also immune to attrition which is really helpful sometimes. I use both of his sticks in case he leaves the table during the game and I need him again. The Qui-gon with stick can really be helpful sometimes for suicide beats against Maul if he's on naboo. The extra destiny is awesome. Ben is also really vital to the deck because he can revive, he has a stick to use, and adds 2 to his duel destiny if he ever gets dueled. He is usually the character han is freed by. Now luke is vital because he already has his stick and works great with the resiliences. He also is pretty good in duels, damages witht the objective, and deploys for 3 force when you're not flipped. That is very low for a good character like luke. Also when you aren't flipped, LSJK only goes down for six. With his stick and alone, he is a beast as well as in duels. Now for Chewie. He is broken. He adds two to destiny draws with han or leia, cancels an imperial's text of power <5. He is power 9 and armor 4+x where x is how many imps present. That is broken. He's also destiny three instead of 1, and that is why I use 2 of him. Leia does damage like chewie and luke do, she carries ani's stick, she cancels drains and can rape an all alien deck. Boussh is my spy for double agent or blocking drains against things like TDIGWATT. Han is totally necessary for the deck, he damages, shoots, adds destiny, etc. Lando is broken. He is destiny five(why I use two), has a nice forfeit of 7, power 6, only 1 force upkeep, adds a destiny unconditionally, and can retrieve a force off top of your lost pile and add it to his power. That is so broken! Also, Panaka and his weapon are a beast. The draining power comes into play along with the Sai'torr Kal Fas because of the stick pulling. Also, flipping gives you the ability to damage for a force for each site you occupy with your mains. The most you can possibly drain and damage for total per turn is 13 with all sticks plus 2 rebel artilleries. To sum it all up, the main point of this deck is to battle off the opponent, free han, drain and keep battling and protecting han.

Now for some matchups:

vs. HDADTJ Racing or duel

Racing: put out the racing shield and draw race destinies no matter what they are(should be high) to keep the damage low. Give them as little damage as possible in the first part before the race is over so they can't retrieve much. Fend off the suicide epp attacks with your deflections and too close for comforts. If you get your extra han in hand, keep him and put him down smartly when the first one dies.

Duel: Use your resiliences for duels you lose. Put out LSJK instead of luke w/stick to win duels with him. If he has his stick, you will probably win the duel. Use the escape pods to prevent Sidious from doing his damage.

vs. space (SD or TIEs)

This shouldn't be a problem at all. Use the stick pulling effect to get your drain modifiers going and drain the crap out of them. Don't worry about Battle Order, you can pay for it. Free Han really fast!

vs. LSC

Put out the shield, drain away, fortify Han just in case, win.

vs. Droids

Well, definitely don't leave just one character alone draining. Form groups of 2 always. If your type of play is to go to them, you'll be the best off drawing multiple destinies with lando and wiping them out with attrition.

vs. MKOS

If they start aliens, that may just help you because it can leave them vulnerable to a beatdown. Just battle them away and use attrition and weapons to eliminate them.

vs. Walkers

If you have these in your area (I don't), then do what you usually do keeping in mind the limitations of this deck.

vs. TDIGWATT

This matchup depends mostly on your playing style. You can put in a free ride/endor celebration and just play on your turf with boussh on CC blocking a drain and ultimatum out to limit them. Plus you get 5 force back (if they make you lose it before you start your draining) and they don't retrieve so you get a small advantage. Use traffic control to put back unneeded cards and draw for what you need. Try not to lose off the top because a lost stick can lose you the game. If you want to go to them, just do hit and runs with luke and panaka.

That's it for the matchups. Enjoy making and playing this deck. If handled well, it does win consistently.

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