Shewski Re- Entry AT-ATs (MISC)

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Shewski Re- Entry AT-ATs (MISC) is a Dark constructed list published on Game Players Network.

Deck info

  • Player: Shewski
  • Published: 8 January 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS2
  • Side: Dark
  • Starting Card: Hoth: Ice Plains (5th Marker)
  • Strategy: Hoth: Ice Plains (5th Marker)
  • GEMP Importable deck: Download (omits Admiral Motti (V) (Virtual Set 2: Our Most Desperate Hour), Commander Praji (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

I am playing in my first tournament in 5 yrs this Saturday. I am bringing two Hoth decks to do battle. This one is a much needed update of my AT AT A Go Go. Thanks for all the advice on all my decks!

The published list has 61 cards.

Decklist

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Strategy

1st Turn- Before you activate, pull Carida with Mob Points combo. If your opponent is dumb and doesn't react to that with the Don't Do That Again shield, ditch the combo and pull Imp Arrest Order. Also pull the Defensive Perimeter and a Walker Garrison. Now you can activate! Dump down Carida, Def Perim, and assuming you can, search for the Echo DB with IAO. All but one location out on the first turn- nice! I'd recommend saving all your Force.

Basically you will be activating 8 Force on the second turn (by yourself). First priority is to get Merrejk out, either by the Piett or Praji text, who will get Hoth out. Your goal is get walkers to the marker sites (with enough pilots to draw destiny). Then the game can go many ways:

1. Walker Garrison, opponent shies away from you and you unleash a few Garrisons on them.

2. Beatdown, your Imps of ability <3 are forfeit +2, so you should be able to survive an attack and be able to crank out a force to be reckoned with. With Battle Deployment, you opponent can only draw one Destiny. With Tarkin + Vader or Veers + Igar, they draw none =)

3. Rebel Base Occupation, you can direct Damage the opponent for 5 turn (assuming you can Presence the Ice Plains) with this and marker damage.

4. We're in Attack position Now, opponent loses one force for every site occupied by your general/commander= another 5 Force direct damage.

The space force should be able to hold Hoth, which is all that it is designed for. be sure to use the GT on IAO or Praji to search your reserve deck to see if any ships are in the Force pile. Hopefully the Barriers can protect your fleet/ground forces long enough for you to spring the trap.

I did not include Prepare for A Surface attack b/c I don't plan on most players either trying to cancel drains (modify, yes but the card doesnt protect against that) and I didn't want to use SD as my entire space fleet.

Please let me know what I should include to make this a tighter deck. Thanks!

EDIT- definitely agree about more ships, guys. I think I will add the Accuser for now. I'm not sure if I need more activation but I will consider it. I'd love to find a character who is a spy breaker (besides Triedum, he takes too long) since Trample is my only solution to spies as it stands now.

See also

Sources


References