Phatalerror Broken Base

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phatalerror Broken Base is a Light constructed list published on Game Players Network.

Deck info

Introduction

Adaptable. Resilient. Omnipotent. That's why I call it "Broken."

(An advanced skill level deck, requiring fluent tracking skills for nearly every pile on the table.)

The published list has 63 cards.

Decklist

Objective

Character

Starship

Location

Effect

Interrupt

Admiral's Order

Strategy

With the introduction of Theed Palace, I discovered a latent power within Hidden Base never before harnessed: The hand choke (my dad refers to it as "Amputation"). "Amputation" involves the use of the 7-side text of Hidden Base, Shasa Tiel, and Big Boomers! (substituted well by Blue Milk).

By formula, the deck is a stall deck; it won't win battling, and it won't win a Force drains/direct damage race. It survives into the late game, and then meticulously wears down the opponent through a series of repeatable card plays. For those reasons, you must activate and deploy aggressively in order to setup the Amputation combo early, before the opponent can do much damage: Take Shocking Information & Grimtaash into hand, get your systems out in a hurry so you can flip, and get down a ship that you can put Shasa Tiel aboard. Up to that point, you will have lost somewhere between 6-8 Force, and now it's time to turn the tables.

      • "Amputation"***:

Once you are able to flip Hidden Base and you have Shasa Tiel on table, play Shocking Information & Grimtaash (lost) to get a good look at your opponent's hand (and hopefully hit a few dupes). Remember that hand. During your opponent's control phase, use Shasa Tiel's text to view opponent's Force Pile, and reorder their cards "even/odd": sort the cards into two equally sized groups, cards that will hurt you (starships, direct damage, objective critical cards, reserve deck searchers), and cards that won't hurt you (meta cards, locations, weapons); anticipate how much Force your opponent will use this turn, and note whether it is an even or odd amount; order the Force Pile accordingly, one group into even slots, and one into odd slots, with the goal being that if the opponent uses the expected even or odd amount of Force, your opponent's good cards will be Used in order to draw up trash. By doing this and watching how your opponent uses their Force Pile, you can prevent your opponent from ever drawing a card they need. If your opponent happens to be set up to draw only good cards (because you anticipated even/odd incorrectly), play Big Boomers! or Blue Milk so that the even card is now odd (or vice versa), and your choke will remain intact. Not only that, but you will continue to know what cards remain in their hand. Nothing you play should ever get canceled, and you can deny them starships and objective critical cards, as well as any other card that will hurt you or break the choke (never let them have anything that lets them draw cards you can't see, like Janus, Sense & Uncertain Is The Future, etc.).

      • Additional information on card choices***:

Chasm: This keeps your Life Force even against heavy damage decks like Watto, LTMTFM, Hunt Down, Podracing, and Senate. I won a podrace once (without a podracer) because my opponent kept losing his racing destinies to this card. In late game play, you can begin tracking your opponent's Reserve Deck, allowing you to play a card like Blue Milk in order to make your opponent draw a Chasm-unfriendly destiny.

Collision!: The tracking ability of this deck is awesome, as Aquaris generates so much Force so early. Collision! prevents you from being overmatched in space battles, and is great against Star Destroyers, as well as destroying linch pin starships like ZiMH or DiPO. Collision! often results in opponent losing battle destinies or harmful effects, not to mention power.

Figrin D'an: Use in tandem with Chasm to trigger DS destiny draws in order to cause direct damage. (The retrieval is good too.)

Luke Skywalker: Although the virtual version retrieves, it doesn't add to maneuver, which is sorely needed against Laser Cannons. LS aboard ADiR5 is an auto-8 when playing AWRI&DS; in substitute of a battle destiny draw.

Oola: Against heavy unique Imperial/Alien decks, even/odd the pile so that your opponent draws into hand wonderful cards like Boba Fett, Bounty Hunter, and Darth Vader With Lightsaber. Afterward, put them back in your opponent's Used Pile.

Princess Leia Organa: Prevent Court from deploying starships from Reserve Deck (see "Matches/COTVG"), and good for some general retrieval.

Tibrin: Use this card to cycle lost interrupts, consistently doing twice as much damage as you incur from using Tibrin's costly text.

Visored Vision: When you even/odd the Force Pile, you can play VV for some solid direct damage after your opponent uses the interrupts in their Force Pile to draw cards. Often causes 2-3 Force loss each play against heavy-interrupt decks.

      • Matches***:

TDIGWATT: Start We Didn't Hit It. Take Bespin from TIE's using a combination of Captain Han and Officer Dolphe in their ships, drawing two destinies while reducing theirs. If they're relying on the Executor, bring in Dash to "compel" that starship to leave through battle damage. AWRI&DS; can help you to get the high attrition you'll need to take the Executor down, even against cards like Guri or Imperial Command. Once you hold Bespin, the drain canceling and lack of CCO damage will allow you to begin the lock phase of your deck, and from there you can cycle EPP's with Tibrin. In a few games, I've ICW'd a second turn Executor deploying for free, and S&RIF;'d back into their Reserve. Never saw that ship, and didn't lose those games.

Watto: Start Chasm. The 3 direct damage hurts this deck, but Tibrin can fix any bum top deck losses later (unless you lose Tibrin, which should never be your Hidden Base). Pull Battle Plan to slow the opponent's drains down. By turn three, or even turn two, you should be generating enough to throw Watto back into the Used Pile turn after turn. This match takes a little longer than normal to flip against, but after that, it's the same as any other deck.

Hunt Down: Start Chasm (hurts this deck). Again, the direct damage is painful. Hold onto OOC&TT; until you get a look at your opponent's hand and know they cannot cancel it when you move to cancel Visage Of The Emperor. Go for the lock as soon as possible in this match to prevent continued Visage damage.

Senate: Start Chasm. Senate isn't particularly strong against this deck, and just about every Force drain gets canceled or reduced. Chasm, Visored Vision, and Grimtaash are the cards that will decide this game. Lott Dod messes up your Force Pile manipulation by a bit; never reorder before they search their Force Pile.

LTMTFM: Start Chasm. This match is gory, but not unwinnable. Use the activation advantage well and you can stay in the game long enough to get the lock going. From there, prevent the DS from draining by putting down Jedi on Naboo. Survive the first lightsaber combat, and then manipulate the lock to prevent the opponent from drawing high destiny cards, track well, and start winning lightsaber combats instead. Visored Vision the destiny-7 interrupts you are sending to their Used Pile, or allow them to draw up duplicates of their destiny-7 cards, retrieve SI&G; into hand using Tibrin, and during your control phase play SI&G; lost to put those destiny-7's away permanently.

COTVG: Start We Didn't Hit It. Court is a pain because of being able to deploy starships from Reserve Deck. Not to worry, because you can deploy Princess Leia Organa to flip their objective before they ever deploy a single starship. Move Threepio With His Parts Showing into the Rancor Pit, and the objective will remain on the 7-side for the remainder of the game. (ICBW the Force loss from the Rancor.) Complete your lock, and the DS will be hard pressed to keep up with your damage (especially when you Alter their Search And Destroy).

IO(V): Start Chasm and call your opponent a cheater and many other things. Pull Battle Plan if they didn't deploy Battle Order. Flip HB as fast as you can, get your lock going, and never ever let your opponent draw another AT-AT or Star Destroyer. The damage from the MPG's is devastating, but there is little you can do about it (the same goes for any other deck besides TRM, which is why IO(V) is so huge right now). ICW their AT-AT Cannons and S&RIF; their Target The Main Generator in order to stall the opponent long enough to get It Could Be Worse. Another method is to hunt for Noble Sacrifice and reverse the MPG damage that way. If you can get your choke going quickly enough, you might be able to prevent the opponent from qualifying to play Walker Garrison; otherwise pull Ultimatum, and try to control Hoth in order to be able to reduce drains with It Could Be Worse and We're Doomed. After that, send your EPP's down to disassemble the AT-AT's one at a time.

SYCFA/Any other space deck: Start We Didn't Hit It and pull Battle Plan if they don't deploy Battle Order. Occupy systems your opponent occupies, and flip and choke later rather than sooner. Respond to Guri/Imperial Command with multiple destinies, substituting AWRI&DS; for the first draw. Cycle Collision! Use Hyper Escape to maneuver for higher drains and counterbeats.

ROps/Any other ground deck: Start We Didn't Hit It and pull Battle Plan if they don't deploy Battle Order. Flip quickly to choke early, and afterwards work to unflip your opponent's objective.

      • Cards inserted into and removed from this deck***

Han, Chewie, And The Falcon/Corellia: I finally removed two copies of this card in favor of Captain Han and the Millennium Falcon. Paying the maintenance costs of HCatF put a hurting on my late game when reliance on my Force Pile remains heavy. Incidentally AWRI&DS; can pull the Falcon, and the space for passengers comes in especially handy when I need somewhere to put Shasa, Oola, or Figrin. Corellia lost its use as a beatdown deterrent system once I needed to have both Captain Han and Falcon in hand, so that system was replaced by Kessel.

Revolution: Good for converting one of my own 2/1 systems into a 1/2 system for late game drains. Good for lots of other mischief.

Bacta Tank: I could afford cycling my EPP's and pilots, but Tibrin seemed to work more efficiently in the late game. With too many other critical cards to pull with C&TV;, I often passed over this card, and so now I have ceased including it in the deck.

Tycho Celchu/Green Squadron 3: A good combo, but got replaced by red cards a long time ago.

(Card most likely to return to the deck: Revolution.)

      • Why not include Rebel Planners (V)?***

Speed, drain-protection end runs, an additional potential hidden base, and the net gain of about two card slots, all at the expense of only an HFTMF effect and about half my Defensive Shields, would be great in someone else's HB deck; in mine it was ineffective. I was able to retain A Tragedy Has Occurred, Aim High, Battle Plan, and Ultimatum, but after adding a couple different Hidden Base marker systems and three more systems to deploy, I had one slot to fill with any one of the anti-LSC shield, anti-racing shield, anti-operatives... I felt like I was going up against the biggest speed threats half-naked. For this particular deck, I felt that the tradeoff just wasn't that good. Ultimately, I felt like I was adding the card for the sake of the occasional show of poor sportsmanship when a fellow player whispers to the guy you're about to play: "It's Kashyyyk." Against the true speed decks, Rebel Planners (V) just isn't fast enough, and including the mechanic makes it impossible to flip before turn three. I don't like to telegraph my tactics.

See also

Sources


References