Slim1256 Your wife a goer Know whadda mean, wink wink nudj nudj

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slim1256 Your wife a goer Know whadda mean, wink wink nudj nudj is a Light constructed list published on Game Players Network.

Deck info

Introduction

A Force Denial/Beat down deck run off the DBO/They're On Dantooine platform - with Sense/Alter and a strong mix of characters for variety and to prevent hand choke with duplicate characters.

Decklist

Objective

Character

Creature

Starship

Location

Effect

Interrupt

Strategy

[First response to comments] Cam: The beauty of They're On Dantooine (V) (besides generating one additional force at each Dantooine site per turn), is that it makes those sites immune to No Escape. So, no extra force generation for the DS, no lowered deploy cost, etc. etc. :D Oh, and so everyone knows, about 1/4 of this deck has been modified from the BlackViper's design - my version has more character variety with fewer interrupts, and the ability to recycle characters with more consistency... Thanks again to those who have reviewed! And if you haven't, please review and share your thoughts...

[Begin Original Post] {Sorry 'bout the bad Monty Python reference but... oh well.} ;)

Props go to Steve "Blackviper" Marshall, whose deck this is based on. I was toying with the idea of creating a mains battling deck with force choke characteristics based off the DBO/They’re on Dantooine platform when I saw his deck - decided to make it my own instead of reinventing the wheel. Basically, this deck is reactive in nature. I mean for it to generate a lot of force on its own, while giving almost nothing away to the DS player - 1 icon (though against space based decks this would change - see below). How the deck should run: First turn, get the Swamp, and pull a Nudj with the swamp. If you have a site and a Nudj in hand, then go ahead and drop them down… it's a judgement call on whether to drop a site if you don't have an additional Nudj. You don't want to give up too much to your opponent, but if you need the additional activation, then put it down. Basically, the order to pull the sites is Swamp, Farm, Forest, Jungle. The only site that doesn't get a Nudj is the Jungle (since it's force drain -1, and opponents won't want to battle there with the -2 to attrition text). Basically, after this deck is set up, it's waiting for the opponent to do something, and then react and lay the smack down. Against space - forget the nudjs. Flip, lose nudjs to space based drains, and sack YISYW for I Hope she's alright. If they come to you, lay it on 'em. Use H,C & F wisely for a beat down or to just generally disrupt things, and react with the Spiral against ZiMH. Some notes about cards in the deck: General Jar Jar / Brisky Tank: General Jar Jar deploys for 2, is power 4, forfeit 4, hoses Droids (4-LOM!!!) and pulls Brisky Munchen. What's not to like? Oh, well, Jar Jar himself maybe, but as a character this is a great call. What're you trying to Push on us: Old school, baby, old school. So many decks (and players) now rely on recycling used interrupts with high destiny - and they'll bait out the grabber shield in order to free up another interrupt that they need to recycle more. This is a nice little surprise to have in your back pocket. I Hope She's Alright: Crucial card in a SYCFA fear/ISB Big Blue type matchup. Gotta put the pressure on somehow (though -1 to their drains from the objective ought to help in this type of a match). Scanner Techs (V): I hate Senate. Hate it. This helps the matchup. It doesn't guarantee anything, though. Against non-senate decks, this effect probably doesn't get the nod to start - play Draw Their Fire instead. Owen & Beru: Watto is seeing less play recently (what with the Tauntaun Bones (V) madness going on) but still, Owen & Beru are good for dealing with that pesky little Toydarian. And they're good elsewhere too. Remember, if they're lost on opponent's turn, then Luke is power +6 on your turn... which is a great time to Jedi Presence with Luke - Holy crow! Power 22! :D

HotJedi: Remember that this will also prevent damage from D-shields… even with No Escape out. So, if you cancel something with Sense/Alter, take no damage from their shield…

A couple of points that I'd like to have opinions on: The Jedi Council Chamber/Yoda, MOTF/Depa Billaba/Speak with the Jedi Council - This gives me a grand total of 4 additional force, a sense or alter pulled to hand, and guaranteed sense/alter success. That said, is it worth it? A DS spy beatdown could hurt pretty bad, and it opens up some card slots for additional stuff (though it makes it hard for sense/alter success if it's gone, since there's no guarantee any of my other high-ability characters will be on the table). Thoughts? Naked Threepio / Were you looking for me?: Pull the Were you looking for me? I'm not sure what I'd put in - maybe another Alter - but to double the chance that I get out Threepio? Worth it or no? Other comments? Basically, I'm going to be playing this deck in a state championship tourney, and I'm pretty rusty. I've tried to make a deck that I think will match up well with popular decks right now (TDIGWATT, Watto, IO/IC (V) - basically anything ground based). However, since I haven't played a whole lot recently, I'm not sure if I've accomplished that or not? Also, I don't want to do the same old thing... I hate that! Variety is the spice of life, man.

All Opinions (and help!!) are welcomed and appreciated! Slim

See also

Sources


References