Shewski Gimme That Necklace! (ROPS)

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Shewski Gimme That Necklace! (ROPS) is a Dark constructed list published on Game Players Network.

Deck info

Introduction

This deck aims to use the famous Necklace Drain to force your opponent to come to Ralltiir, where some V'd combat vehicles and stalwart troopers have a nasty suprise waiting.

Decklist

Objective

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Strategy

Start off by pulling Carida with YCHF & MP. Then, during your turn, deploy the Forest to Ralltiir, and grab one of your DBs with IAO & SP. You may ditch YCHF & MP to get Sec Pre (V), to increase your generation on Ralltiir.

Second turn you can draw the other sites needed to flip, and if you have a good draw, you can potentially flip this turn or next.

The Necklace Drain works as follows:

Place it on the Y4 DB, then bring it back to Ralltiir. Once you get it on Raltiir, you pass it between the sites and have Mosep drain the opponent for 6 off the top.

Hopefully, these drains will make your opponent come to you. If they do, you have many lines of defense. All AT-STs can react to the battle. The AT-ATs can do neat things, especially Blizzard 2 (V). It pulls Walker Barrage and Trample, both of which can be abused. You have a decent amount of troopers and should be able to use their related interrupts to add power and destinies, and two Dark Jedis to use Dk Jedi Presence with.

Use your pulling power judiciously- get that extra ship you need or the beatdown interrupt you were missing.

Other Card Choices:

Y4: Jungle- I use this to get Imp Decree going if I need to. I can also Expand the GT to the DB for some more protection.

Expand- Can be used as I said above, or with the Prefect's Office or Forest.

Walker Barrage- at the same site as Bliz 2, I need to pull a 4 to kill any non Jedi character. Not too difficult.

Trample- With some tracked destiny, you've got a squished Rebel.

Blast Points- Adds a destiny when a gun is fired, or deploys a gun from reserve. Extra handy with someone using the Assaul Rifle to fire into a battle.

Blasted Droid- fire a weapon for free during your control phase.

Freeze- a specialized Imp barrier, also functions as a beatdown shield.

Still Coming- A handy bullet card.

I wish I had more Assault rifles, I would probably add in 1-2 more in place of normal blaster rifles.

Please let me know where I can improve, and as always, thanks for looking!

EDIT-

Thanks for the review, Adam. Yeah, I am lacking in biker scout troopers and speeder bikes. I am packing my only copy of Imp Artillery. I know how I can focus on troopers, but not Walkers. I'd love to hear thoughts on that. Yeah, sadly I was misled on the effectiveness of the Necklace drain. You have to physically carry it back to Ralltiir. Then you can work the Mosep Drain.

EDIT-

Thanks for the review, Catman! Now that I go over it, I think the Naboo rifles are a good alternative to normal Blaster rifles- destiny loss aside. I'd love to have all Assault rifles, but that's not to be. I can say that space is fine in this deck as is, after playing versus a space deck. Dengar is not needed. I basically can pull all the BH ships, and then lay them down for a 3 battle destiny draws smackdown. I also am very confused why you guys dislike Elites so much... sure, they cost 2, but activation is not that big of a deal in this deck. By myself, I activate 2 on first turn, 8 second turn, and 11 third turn. Not bad quadrupling your activation in one turn. I think I will keep my Saber characters, they are more for hit and runs as well as Dark Jedi Presenceing.

EDIT- Swapped Bossk for Dengar in ship. He's cheaper, can add to battle destiny, and can knock down Home One. The only drawback id that he doesn't draw on his own, but I wouldn't use him unless he has backup.

See also

Sources


References