Phil Aasen The Good Will Be In Him Always

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Phil Aasen The Good Will Be In Him Always is the Light constructed list Phil Aasen posted on DeckTech.[1]

Deck info

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Admiral's Order

Original post

The Good Will Be In Him Always

  • Author: Phillip "Karrdeshark" Aasen
  • Published: March 13, 2001
  • Rating: 4.5
  • Description: TIGIH that likes to cross Vader but can win without it.

Strategy

Editor's Note #1 I use 4 copies of Artoo because in one game you will never need more than one of them. R2 in R5 against TIES, Artoo against MKOS/Court/AOBS that plays S&V/CCT. (A Gift) They are very good for destiny depending on what you need.

Editor's Note #2 If you can't see a way to make it better, say so. I want to post an updated version so I need good sugestions. (if any)

Okay, start off the prescribed stuff. Before you activate, go get your 2 generals. If the opponent deploys an Imp. first turn to the DB, move Luke there and speed them on their way. To a loss. If they don't stuff your activation, then deploy Crix and use him to go get either COK (if they give you three force) or Wuta. Use Wuta to get the Back door. Next turn Crix can get Midge and your drains will be moving. You don't have a lot of locations, but ITTL, Luke's Stick and Midge make your drains very high. Should they play Imp. Decree, don't let 'em control sites. You don't need to stop drains because you can 'Edge' the stuff back. You also have Figrin. You can win one of two ways. You will win plenty of battles and duels due to your high destinies so you can cross Vader, or you can out-drain them and On the Edge can pull it out. You can't pull Endor so their are 2 copies. You have 14 destinies of 6 or higher after you get out your starting stuff, so you can easily turn Vader. Now for the reasons for various cards

2 of each EPP You need doubles to overpower them.

Figrin D'an Retrievel and Forfiet fodder.

Artoo works with A Gift, is a spy, 6 destiny.

Starship mix You have plenty to hold Endor.

R2 in R5 Helps against TIES, is a 0 or 7 Destiny. ( I love that choice)

ITTL Stuffs TIEs and helps your drains. Is a 6 destiny.

Strike Planning Pulls your Generals.

Squadron Assignments Pulls your ships/pilots.

Staging Areas Adds to Activation. Nearly all dark decks play DBs.

DODN/WA Anti-SAC

Menace Fades Slows their drains. (lightsabers, etc.)

Traffic Control Really helps your late-game differential.

Disarmed Anti-dueling and stuffs Fett/Dengar/the like....

Lightsaber Procifiency Helps your Obi survive the 'Circle'.

A Gift Nullifies MKOS +2 destinies and when added to Menace Fades, can make Court and MKOS drain for Peanuts.

Endor x2 (can't pull it.)

Insertion Planning Anti Barge, 6 destiny, stops Scum.

WHAAAAAAAAAOOOOW Anti-Court, 7 destiny.

Star Destroyer 7, great for tracking against Imperial decks.

On The Edge x3 Great retrievel

Lost in the Wilderness

Make 'em pay for draining at your sites. (highly unlikely they'll be able to)

Under Attack

6 destiny, anti-Barge.

Now for the matchups

HuntDown/BHBM Hold Endor and sites with an Iron fist. You should win the Draining match and Figrin+On The Edge will nullify the Visage. Turn their Vader.

Endor Ops Whup them on the ground and they die. Turn their Vader or Battle them to death.

SYCFA

Hold Endor and Drain the Heck out of 'em on the ground.

Court/MKOS You have all the tools to beat them. If they give you a DB, Deploy to Endor and move in. Artoo+A Gift whill wreck them. Never deploy on Tatooine.

CCT Move Luke+backup to their Db's and free Han.

ISB Out-drain them. Slaughter them if they come to Endor.

AOBS move Luke to the DB and they will die. If they capture him, they are helping you out.

No one Deck-type out their consistantly whup this deck and it can beat any deck type out there. I am open to suggestions so please offer them. Thanks for reading this, Enjoy

Original card list

As posted on DeckTech
TIGIH1 Characters21 LS, JK x2 (start EPP Obi x2 EPP Leia x2 EPP Han General Solo CoK General Crix Wuta Figran D'an Lt. Blount Col. Cracken Dash Rendar Mirax Terrik Wicket Corporal Midge x2 Artoo x2 Starships7 Spiral Tala 1 Tala 2 R2 in R5 x2 Pulsar Skate Outrider Weapons1 Luke's Lightsaber (start) Admiral's Orders2 I'll Take The Leader x2 Effects11 I Feel The Conflict (start) Staging Areas (start against anything but Huntdown or BHBM) Strike Planning (start) Squadron Assignments (start) DODN/WA (start against BHBM and Huntdown) Menace Fades Traffic Control Disarmed x2 Lightsaber Proficiency A Gift Interrupts12 Insertion Planning x3 WHAAAAAAAAAOOOOW x2 Star Destroyer HFTMF (start) On The Edge x3 Lost In The Wilderness Under Attack Locations5 Endor Chief Chirpa's Hut (start) Endor Landing Platform Endor Backdoor Endor x2


See also

Sources

References

  1. ↑ The Good Will Be In Him Always, DeckTech (Phillip "Karrdeshark" Aasen, 13 March 2001). Preservation copies: Stephen Skilton; GitHub Pages.