Statman Mind Your Space - Classic
Statman Mind Your Space - Classic is a Light constructed list published on Game Players Network.
Deck info
- Player: Statman
- Published: 1 October 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Reflections II
- Side: Light
- Starting Card: Mind What You Have Learned
- Strategy: Mind What You Have Learned
- GEMP Importable deck: Download
Introduction
Classic MWYHL deck that primarily fires in space. Test to 5, although 6 is in there for potential damage to certain decktypes.
The published list has 74 cards.
Decklist
Strategy
- Oct 2, 2003 Edit/Notes:
I got my first game in. The retreival is big and fast, but early. If your opponent entrenches on the ground, hope he overdeploys. :) I slowed down the tests so that I would retreive when I completed the tests. Once I had JT4 on the table, Flash of Insight (V) should have just read "Use 2 Force to retreive a card". :)
- Continue
This is about as slim as I can make the testing package, although it's fairly standard. I've thought about starting Wokling (V) for it's ability to grab another card early that I might need, but I'd rather have the automatic Wise Advice (and I'd need another copy of Wokling).
Deck breakdown -
Starting: 6
Testing: 17
Space: 37
META-ALERT: My meta is HEAVILY geared towards DS space in Classic. That's why all of the ships and only a couple of systems. Against most decks there will be systems for me to go to.
Turn-by-turn strategy:
If there's enough icons, activate 5, otherwise only 3. Use Dagobah to pull the Dag: Training Area, and then the Training Area to pull test 1 (Great Warrior). Unless Yoda and SoS are activated or if Yoda(V) is in your opening hand, play both on turn one as well as Luke's Backpack (all via the MWYHL text). Yoda (V) plays for 1 from them deck, and SoS (V) plays for 2. If my opponent gives you 2 Force, play Yoda's Gimmer Stick via Yoda (V) text. For 2 Force this gives Virtual Yoda the original's gametext minus the immunity to attiriton. Use SoS (V) text to pull Yoda's Hope.
During your opponent's control phase, don't forget to grab test 2 (A Jedi's Strength) into hand via Training Area's text. If you have to lose Force, lose from the hand, especially if it's a high destiny as you should pass JT1 next turn and retreive 3 Force.
In this great setup, at the beginning of your next control phase you should have a base 11:
1 - Wise Advice
1 - Yoda (V)
1 - SoS (V)
1 - Luke's Backback (with Yoda inside)
1 - Yoda's Hope
1 - 1 Dagobah site
5 - Luke's ability
You need a 2 or greater to pass the first test. There are possibly 9 cards of destiny 0 or 1 in the deck at this time, so it's not automatic, but you do get to draw 2 can choose one, so chances are good that you'll pass. So pass, retreive 3 Force to Yoda (V) and bite your thumb at Secret Plans.
Before activating during your second turn,go find JT3 (Domain of Evil). After completing JT1, retreive 3 Force, pull the Dag: Jungle and deploy JT2 ((A Jedi's Strength). Do not play other Dagobah sites if you have them in your hand! If you haven't yet, play Yoda's Gimmer Stick for 2 Force. During your move phase, give your opponent a chance to move JT2. If they do not move JT2 towards you, then move Luke to the test (with Yoda in the backseat).
During opponent's turn search for JT4 (Size Matters Not).
Before activating for your third turn, go find JT5 (It Is The Future You See). At the beginning of your control phase, Attempt JT2. Once again you'll need a 2 to pass:
1 - Yoda (V) text
1 - Son of Skywalker (V) text
1 - Wise Advice
1 - Yoda's Hope
1 - Luke's Backpack - with Yoda in back
2 - Number of Dagobah sites on table
5 - Luke's ability
Total 12 before training destiny, need total > 13.
After completing JT2, retreive 3 Force, play JT3 to the Jungle. If your opponent did not move JT2 from the Jungle this is an auto complete due to The Way of Things (retreive 3 Force). Assuming this, pull Dag: Swamp or Dag: Bog Clearing and play JT4 there. NOW, if you have any extra Dagobah sites in your hand, play them. You could play the Bog Clearing/Swamp on the other side of the Training Area (the place without a *) earlier, but if you fail JT2, you could be in for running all over Dagobah. Your ideal Dagobah lay looks like:
3.X -- 1.Training Area -- 2.Jungle -- 3.X -- 3.Yoda's Hut
.................------*-----------------*-----------*-----------*-----> Luke's Movement
X = Swamp and Bog Clearing
- . = order of deployment
Before you end your turn, move over to JT4. During opponent's turn it's up to you if you want to grab JT6 (You Must Confront Vader). You have a while before you'll need it, and it's a good destiny.
Back during your turn (turn 4 or 5), at the beginning of your control phase, attemp JT4.
1 - Yoda (V) text
1 - Son of Skywalker (V) text
1 - Wise Advice
1 - Yoda's Hope
1 - Luke's Backpack - with Yoda in back
3 - Number of Dagobah sites on table
5 - Luke's ability
Total 13 before training destiny, need total > 15. If you have any other Dagobah sites on table, add 1 for each of those, so you total might be 14 or even 15. This is the one that you have the most chance of failing. Assuming that you pass retreive 3 Force, play Yoda's Hut, if you haven't already, and move JT 5 over there. Move Luke to the Hut, get Yoda out of the backpack, and start working on tracking a used destiny, or try getting Jek in Red 6, or someone else in Artoo in Red 5, to Dagobah (from Kessel or available system) and land him at the Swamp (probably want Jek to get out).
During your next turn turn Luke upside down, you can start the second phase of your game now. If you have Kessel and some ship combos in hand, get them going. At the end of your next turn, flip Luke right side up and draw your 2 destinies. HOPEFULLY you've set up a 6 or a 7, at least a 5. If it's not a good destiny, choose the card that you don't need. Retreive your 3 Force and get ready to go to town!
JT6 is greatly depend upon your opponent. If you can plop down somewhere where you are fairly confident that your opponent is not going to lay a serious beatdown, go for it. It might help if you play Boussh, or some other forfeit fodder for support. If your opponent is obviously not playing Vader (a Court deck or Agents of the Black Sun), then just throw down JT6 and sit on Dagobah with Luke.
Testing Card Choices:
Daughter of Skywalker - you'll notice not a lot of ground options in this deck. I don't have the mains for running around on the ground, so space is a lot easier for me to build a support strategy. If your opponent is playing BHBM, Throw SoS (V) to Vader (the (V) version of SoS has no deployment restrictions), and test with Daughter. You lose 1 in training destiny and you cannot pull Yoda's Hope, so possibly another 1 there, also DoS deploys for 4 on Dagobah so chances are that you will not have enough Force to deploy both on Turn 1. The Way of Things makes your apprentice landspeed=2, so you can deploy your Dagobah sites a little faster if you plan them right.
- Next version of write up will include a Daughter location scenario**
Yoda's Gimmer Stick is critical if your opponent is playing the Kryant Dragon Bones (V). If not, then this is not as critical. If your opponent plays KDB(V) then I would not play the Luke and Yoda until you could also get down the Stick.
Yoda's Hope - After you're done with JT4, you can use this to search for a card with "Levitation" in title. For this deck, it's Starship Levitation or Weapon Levitation. The later is great if you need to pull the X-Wing Cannons or Intruder Missle.
Once you have JT6 on table, these are the benefits that you now have:
1 - Great Warrior - All opponent's Force drain bonuses everywhere are canceled.
2 - A Jedi's Strength - Apprentice power +1. Total ability of 6 or more is required for opponent to draw battle destiny.
3 - Domain of Evil - You may subtract 1 from each of opponent's destiny draws.
4 - Size Matters Not - Once during each of your control phases, you may use 2 Force to search your reserve deck and take any one card you find there into hand.
5 - It Is The Future You See - Whenever you are about to draw a card for destiny, you may instead use the card stacked here.
6 - You Must Confront Vader - Opponent loses 2 Force unless vader is at a battleground. If you complete, add one destiny in every battle, also Luke/Leia is immune to attrition < 5.
Between the admiral's order (I'll Take the Leader), Domain of Evil and Yoda at the hut, your immunity to attirition in space should never be cracked (in essense adds 5 to your immunity).
With SoS(V), JT5's ability will require you to lose a Force to use that stacked card. In some cases it will be highly worth it, especially it if keeps you from losing Force during battles.
As far as the space package goes, I may be trying to do too much. I want to sit on Kessel and drain for 3, and keep their drains managable via test #1. The Home One package deals with lateral Damage for all ships at that location and has some other nice abilities. Other than that, it's your traditional space package. I'm lacking EPPs to just throw in for ground support. I've thought about trying to do a Harvest side game and ditch the space. Not sure what to do yet. Any suggestions?
The only other note as of now is Flash of Insight (V) which seems to be an easy retreival loop that turns a lost interrupt into a used interrupt. I'd like to add a second one, although with JT4, I can always look for it each turn.
If BHBM is popular in your Meta, then tailor the deck for Daughter to complete the tests. I would probably play another The Signal or two, start Wokling instead of Wise Advice. The extra activation from Wokling will help you play DoS, and may the deity of your choice may mercy on your soul if you draw her in your opening hand. Against a lot of BHBM, Honor of the Jedi should save you early on, if you can get a hold of it.
I'm still early in the editing process of this deck and looking for feedback.
Stats
See also
Sources
- Mind Your Space - Classic (Wayback, 20051102154456)
- GPN Star Wars Decks page 17 (Wayback, 20050430203312)