SeaRaptor Imperial Blues (EOPS)

From SWCCG Wiki
Jump to navigation Jump to search

SeaRaptor Imperial Blues (EOPS) is a Dark constructed list published on Game Players Network.

Deck info

Introduction

Outlast your opponent in space and on the ground while draining him away with big bonuses in the air.

Decklist

Objective

Character

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Strategy

If you’re looking for fast playing, high attrition beatdown, look elsewhere. If you’re more interested in a deck that is versatile, has staying power, and contains almost no weaknesses, then keep reading.

For veterans of DeckTech, I’ll boil this down for you: this is a variant on Brian Hunter’s ISB that he posted in May of 2001. I’ve been playing Big Blue a long time, but I would be lying if I told you that I came up with the entire deck by myself. In fact, I’ve been using Endor Ops as my platform for Big Blue since DS2 was released. When I saw Hunter’s ISB version, I tried it, didn’t like it, but did incorporate some of what I considered his better ideas into this design.

Why Endor Ops as opposed to ISB? For starters, I like the having a battleground system and site on the table on turn 1. I generate more force on my first turn than if I played ISB. I can grab Ominous Rumors and use it to good effect. If I need it, the Bunker can be used to keep Imperial Decree in effect, and my opponent cannot walk into it from the docking bay. The LS GT on my docking bay will often force people to stay and fight rather than run. Having Endor on the table will often get me an early drain going. Suffice to say I just prefer Endor Ops. The only thing I don’t like about it is the amount of Force I give up, but like everything else, it’s a tradeoff. It’s worth the risk to me.

At it’s core, this deck is a drain machine. Ominous Rumors + Chiraneau will give you massive amounts of space drain. That doesn’t mean that if someone caps your drains or manages to cancel your bonuses you’re sunk, however. Far from it. You can play in any arena your opponent does, and will usually outlast him there as well. Your AT-ATs and ImpStars will be immune to most attrition, and if your opponent does manage to crack your immunity he’ll get a random 2/2 Imperial numpty at best.

The only site you really absolutely care about holding is the Endor docking bay. Use at least one of your AT-ATs to anchor your forces there, and back it up with a cheap chicken walker when practical. Use your other AT-ATs to harass your opponent wherever you see the opportunity; at his docking bays, for example. Remember, your characters will all be in enclosed vehicles, so forget about Fallen Portal and getting cut up with sabers. Simply concentrate on having people to soak up attrition when necessary and you can easily outlast your opponent. This last principle goes for your space fleet as well. It is very difficult to get a beatdown against this deck if you play smart.

Tatooine Maul is included to frustrate EBOX and HBX players, as well as annoying WYS decks (once you can account for all their ability 4+ guys). Maul with saber is included purely for a one turn beatdown somewhere to get rid of potentially annoying and/or deadly characters. Drop him down to pay a visit to Pucumir Thryss, for example. Or lob him into the Bunker to keep Imp Decree running and up your drain at another system (via Ominous Rumors). Virtual Vader is really in here because of his immunity text, but he’s still a great character and finally a pilot worthy of inclusion in an Imperial space deck.

Setting up in space is pretty simple. Use Mob. Pts. to grab the Exec, Imperial Command to grab Piett, Piett to grab Merrejk, and Merrejk to grab your systems. Don’t put Fondor out unless you plan to put the Executor down that turn. Grab Ominous Rumors as soon as you’re ready and have the Force free to put it out. If they want to cancel it, they’ll have to bring their own Endor site.

I won’t do deck by deck matchups, simply because how you set-up is rarely affected by what your opponent is up to. You simply want to get a toehold in space and start draining, then step back and assess the situation. Against QMC and other indoor drainers, you’ve got 2 UC spies to slow down the damage while you multiply yours upstairs. If they’re draining you outdoors, bring the machinery. LSC can be a tough match, but I’ve yet to see an LSC deck that can hold a candle to me in space. So simply get up in the air and drain for all you’re worth, while holding your docking bay (Endor) and theirs (Naboo). Keep from using the GT of Ultimatum for a few turns and you should be golden. WYS can also be a tough matchup unless the cards come up in the right order. Remember that Trample targets ability, not defense value (silly Talon Karrde) and you should be able to get in a good beatdown at least once or twice. Cards like Battle Deployment, Guri, and Imperial Command are your big saviors versus WYS.

Comments always welcome, questions will be responded to. Thanks for reading!

(The term "numpty" is copyright Alex Tennet. Used here without permission, but I don't think he'll mind.)

See also

Sources


References