ShadowShard Walkers Are Crazy! (MISC)

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ShadowShard Walkers Are Crazy! (MISC) is a Dark constructed list published on Game Players Network.

Deck info

Introduction

The Empire strikes back again, except this time the rebelion has no chance of escape.

Decklist

Character

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Strategy

This deck proves just how deadly walkers can be. Your opponent will fear every one of your control phases and cringe when he loses massive amounts of force. So now you need to ask yourself- "Am I ready to see just how crazy walkers can get?"

Let’s get straight to the point. This deck has a possible drain potential of 19 and can get up to 13 points of direct damage. That's 32 force your opponent is losing every turn. Of course it might to take a couple of turns to set this all up, but its possible.

Beginning of Game Stuff:

Before you activate you will want to pull the Executor via Mob Points and the 3rd marker and a Walker Garrison using You May Start Your Landing. Also, if you get an Imperial Command, go ahead and pull Piett. Having all this in your hand before you even activate is pretty cool. After you pull everything, go ahead and activate. You might only have enough force to plop down an Imperial Walker, but you will probably only be able to draw. Once you get a walker down,

Deploy Piett and pull Merrejk to start pulling your systems. (Make sure Merrejk is at the same site as the walker). I would pull Hoth first. Don't forget that every time you deploy a Walker or Star Destroyer you can deploy (At -2) either / or via Prepare for a surface attack. You'll want to pull No Escape to prevent Honor of the Jedi from messing with your direct damage using a Twi'Lek Adivsor

Rest of the Game Stuff:

Try to get a walker at every Hoth site with Veers,Tagge, Igar, and Merrejk all at separate sites. Also try to set up Chiraneau in space to boost your drains. It would also be helpful to have both Were Attack in Position Now and Rebel Base Occupation on the table for maximum direct damage. Considering you have a walker at each site and the guys at different site, this what the direct damage will look like. 5 for each walker via You May Start Your Landing and 2 from Rebel Base Occupation (4 with the presences in place). They will also lose 4 force for each of your guys due to the Admiral's Order and with the presences in place. You will also be draining 7 force a turn without using Walker Garrison and without the presences. But when you do use it, that's 17 force a turn! That's huge! And the drains on the ground cannot be canceled. Now watch your opponent's face carefully while he is losing all this force.

Card Choices:

Ozzel and Motti (V):

These guys (Along with Piett) make your Star Destroyers a lot cheaper to play. Works good with Prepare for a Surface Attack, when you’re deploying Star Destroyers for -4 and then a walker for -2 (-3 at the mountains). They also make the Executor come down for 8 force if they are all at Fondor.

Veers and Igar:

These kick butt in their Walkers and with each other. But the opponent will rarely come and battle you, so spread them out.

Arica:

A really hot undercover spy...

Epp Vader / Epp Maul:

These guys can get rid of those pesky characters. Along with I Have You Now, you could turn a suicide run into a lot of dead characters and battle damage for your opponent.

Blizzard 4:

Plops down about any Imperial from the deck for free.

Expand the Empire:

You have many options for this card, and it’s all up to you.

Option #1 - Put it on the Mountains and make every one of your Walkers / Imperials deploy

-1 to sites adjacent to the mountains as well as to the mountains.

Option #2 - Put it on the North Ridge, and have all your walkers move for free to the Ridge and sites adjacent to it.

Option #3 - Just put it on the Defensive Perimeter and make your drains +1 at sites adjacent to the Perimeter.

No Escape:

Protects your direct damage stuff from Honor of the Jedi.

Presence of the Force:

Make those non-battleground locations into battle grounds.

Neimoidian Advisors / Twi'lek Advisors:

Pull your sites and pull your effects. The are also Recyclable 5's.

Tramples:

Squish those undercover spies who want to ruin your fun.

I Have you Nows:

Make Vader's and Maul's suicide runs hurt.

Imperial Commands:

Lets you pull 7 out of 14 characters 5 of those which are admirals and 2 are generals. Can also add a battle destiny or prevent the opponent to draw more than one battle destiny.

- General Veers

- General Tagge

- Motti

- Ozzel

- Piett

- Chiraneau

- Thrawn

Walker Garrisons:

Adds 2 to each force drain where there's a Walker. What more can I say?

We're in Attack Position Now:

All the Admirals deploy -2 to each Star Destroyer and provide you with some direct damage to throw at your opponent.

Hope you enjoy the deck! Its pretty solid.

Let me know what you think,

ShadowShard

See also

Sources


References