Rickynumber24 Hoth, Base of the Death Squadron (FLOPS)

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Rickynumber24 Hoth, Base of the Death Squadron (FLOPS) is a Dark constructed list published on Game Players Network.

Deck info

Introduction

A little pet project of mine (sort of like SYCFA Flip is). I recently thought of a novel way to do it. Walker-FlOps. This is admittedly somewhat of a dream deck that likely won't work.

Decklist

Objective

Character

Creature

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Strategy

Now, I bet the first thing you are going to think when looking at this is, "Walkers?!?!??". The reason I chose IO/IC(V) as a platform is that it is a surefire way to get Gherant (and thus the Executor sites) out early. It's more sure than any other way, and I hope it's a little less card-intensive (I don't know). It also starts some cool effects, though admittedly PFASA is mostly useless so I might take that out.

Now, after that little introduction, here's how it works:

1) Pull Blizzard 4 with the objective. Blizzard 4 pulls Piett. Piett pulls Gherant. Gherant goes to the DB and pulls the sites. Draw a fair amount. If you don't have the force to keep Blizzard 4 alive or can't find it, use Bones(V) to pull One-Arm out to get Wampa Cave. Get next turn otherwise (unless you have the force for some reason). Draw a bunch. Get sites out ASAP

2)If you haven't drawn Executor by the time you have the sites out, pull him with YCHF&MP.; Otherwise get Wakeelmui. Ditch it for FlOps, which goes on Executor.

3) Use FlOps and SFS to play a space game (hopefully). Thrawn and Chiraneau goe on Chimera at Sullust. Executor goes to Hoth with Death Squadron(V), Piett, and (if you haven't played it yet) Flagship(V). TIEs go wherever. Surprise them with the squadrons and Accuser(deploy-6 as a react to a TIE). Battle Deployment weakens opponent's ships since very few decks have significant numbers of both caps and starfighters. Pride hurts after a battle. This deck has an obscene destiny after a little bit because of the destiny bonuses. Use that to your advantage. (and hope you don't play against WHAP)

Cards:

IAO&SP; and WMAOP: This is a dream deck, after all. They're in there because they're generally more useful (free recycling/opponent pays for retrieval) than the IAO/Ket(V)/Twileks I would use if I actually played this deck myself.

Sullust: a 2/2 system

Endor: Another 2/2 system. Many ships deploy for less here. Might want to swap for Naboo so that Chiraneau can stay on the Executor, where he would be safer.

Accuser/TIE Defender: Reacts are cool.

Trample and Walker Barrage are good with Blizzard 2.

Blizzard Scout 1(V): good with another walker, pullable by Battle Deployment

I probably overdid the card explanations. I would appreciate if you tell me what to take out when you tell me to put something in.

Thanks for the review, Shewski!

I did this partly based on what I had, since it was a pet project of mine. I personally have only 2 commands. Also, Flagship(V) gets admirals. However, I'll see if I can get another one in. Battle deployment is in there because almost no decks run balanced amounts of caps/starfighters, so I have an almost guaranteed power disadvantage for my opponent. The destiny limiter doesn't hur either. (though it does nothing against Luke) The TIEs have enough forfeit that the immunity from WIAPN would be cracked before I actually ran out of TIEs to forfeit. There's a reason the Vengeance goes to Endor. It is the one that needs the TIE forfeit the most and it boosts the TIEs that deploy cheap to Endor. As for APW, space is tight in here, but I think I could replace Brandei, Derdram, and/or Blizzard Scout 1 with copies of it. If you can find more space to sneak TIEs into this deck, I'm up for suggestions as well. Another 61st card was Deflector Shield Generators(V) so that I could protect my ships (esp. Executor) more.

See also

Sources


References