Superdavis Invasion/LSC Hybrid (DLSC)
superdavis Invasion/LSC Hybrid (DLSC) is a Dark constructed list published on Game Players Network.
Deck info
- Player: superdavis
- Published: 12 September 2002 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS1
- Side: Dark
- Starting Card: Let Them Make The First Move
- Strategy: Let Them Make The First Move
- GEMP Importable deck: Download (omits Blaster Rack (V) (Virtual Set 1: Legacy): not in GEMP)
Introduction
Battle droids and Trevagg (?!) back up Dark Jedi in their conquest of Naboo. Feedback and suggestions welcome.
Decklist
|
Objective Character
Weapon
Starship Vehicle |
Location
Effect
Interrupt
Admiral's Order Epic Event
|
Strategy
Before you rip my deck apart, keep in mind I am more of a casual player and not a die hard tournament player. Posting the deck isn't so much to say, "hey, look at my great deck!" but more, "can some of you more experienced players help me improve it some?"
This version of LSC is a little different than most others that I've seen posted. I tend to play a bit more defensively and the idea with this deck wasn't to be overly agressive with the objective but more to turtle up on Naboo; that is, make such a stronghold that they're gonna get hurt if they ignore me and they're going to get hurt if they don't. This deck doesn't have a lot of the super high (and often times useless) destiny cards that are typically prevelant with combat decks, but I tried to make each card slot count for as much as possible. I haven't seen many other LSC decks with battle droids and/or tanks, and I find that odd.
Here is how I propose (best case scenario) that you use this deck to set up over the course of the game:
<Battle Plains><Swamp><Generator><Core><Throne Room>
Battle Plains: "Tanks are power +2" Assuming you don't take your tanks to their locations (such as versus a space based deck), you can pile them here and get a nice non bonus drain here. The Tank Cannons can target characters at the. . .
Swamp: "If your battle droid present, Force drain +1" You'll want your battle droids ready to either go help your Dark Jedi or tanks on a whim, so having the extra Force drain bonus here for them is helpful. The before mentioned Tank Cannons will help make sure they don't get too beaten down, particularly by random T-47 decks. (Hey, shut up; speeders can be vicious.) Expanding the Empire here can make this deck a Force draining tank if you spread your battle droids out at the BP and the. . .
Generator: "Your Dark Jedi are power +2" Again, assuming they have not been dispatched elsewhere, this is where I park Vader and Palpatine. The power bonus helps and it's another good non bonus Force drain. SSA-1015 is great defense against their Jedi beatdown here, and 0W0-1 is great here to lower force drains at adjacent locations (which could be poentially huge if you're getting overrun). Expanding the Empire here works well if they're bringing enough heat to prevent effectively spreading out, and the bonus helps Maul who is (im)patiently waiting at the. . .
Core: "Hit characters of ability < 5 are placed in used pile" I like having Maul in the middle of the interior locations. Drop a Jedi, flip my objective and I move over next turn and the LSC commences. Plus, with his lightsaber, he's perfect for this location. Han and Chewie plus matching or built in weapons and a Life Debt, for example, are pretty useless if you send both of them to your opponent's Used Pile. I leave him there with Trevagg and/or Sideous. Why Trevagg? Well, including Sideous' icon, increasing the cost of battling me to 7 Force is a good defensive play. I drop a battle droid in retaliation, which cancels Trevagg's text and battle for normal price. That's not fool proof, but really. . . what is? Expanding the Empire here lets me use this game text at adjacent sites once I put Maul on the move. This also a good place to stick Nute Gunray, even though he gives a Force drain bonus at the. . .
Throne Room: "If Gunray or Haako here, force drain +1" I tend to leave this room empty. There are better possibilities for Force drains and spreading out over 5 sites wears you a little too thin. Good activation though and the potential of being Force drained there for too much is limited. Plus, having the empty room give you more ways of manuevering Sideous to be alone during the movement phase so he can evoke his POOP ability without being left alone for a turn. (Move everyone but Maul and Sideous, then move Maul, LSC, make them lose their Jedi, use Sideous' game text, then move Sideous with Maul.)
Card choices: Some of my choices I'll leave to your own imagination. If you need to ask me why I'm playing with Palpatine or Blaster Rack, for example, then I may as well quit trying now. =)
Expand the Empire: Already explained, but it's your best friend in this deck. Use it to increase your Force drains if they want to play "I bet my force drains are bigger than yours" or increase your Jedi's power if they want to play "my lightsaber is bigger than your lightsaber".
Vader, DLOTS: I went with DLOTS mainly because it's the only foil Vader I own. *LOL* Seriously, his choke ability is great in battle, and he tends to see more battle than LSC in this deck. However, since I am concerned with the limited space capabilities of this deck, I might have to opt for the new virtual Vader instead and throw in his TIE.
Arica and U-3P0: The bane of this deck (in my opinion) is Watch Your Step, Profit and a mains heavy Quiet Mining Colony. These decks use a lot of non Jedi characters and use locations my tanks can't touch. I finally decided that battling with the Emperor's Hand just wasn't as helpful as blocking the huge drains.
Phantom Menace as a starting: Since I am relying on a heavy handed battle droid and AAT strategy, I want Gunray out as soon as possible to increase my weapon and battle destinies. Next.
Trevagg: See Core set up
Battle Droids and Tanks: I'm not going to spell out why each one works well in this deck, but the combination seemed ideal. The tanks are insanely powerful and are the main offensive tool of the deck. It keeps me from spreading Jedi all over the galaxy and yelling "Curses! I need Maul on Tatooine!" The tanks do a lot of the dirty work for them and you can't have tanks without battle droids. Plus, the game text of the Naboo locations is complimentary to this sort of deck too. I'll admit my deck does have more of an Invasion tint to it. Droid Racks needs to come out as early as possible so you can make your droids even more efficient on a per card basis.
Tank Cannons and Open Fire!: I almost didn't bother explaining this because it should be obvious. If you're having a hard time seeing the point, imagine, if you will, taking control of Mos Eisley after scaring a bunch of characters into the Catina and then using Open Fire to fire at a character INSIDE the Cantina once a turn. During your control phase to boot. There are other possibilities (Audience Chamber), but trust me, with a limited strike force like this, Open Fire makes the effect potential of a deployment of tanks and droids increase significantly.
Boba Fett, Dengar and Zuckuss in matching ships: Here is the main problem with this deck. I've never had a problem out force draining space decks, but it is scary not being able to mount a more adequate offense than these three ships. (They are good on a card economy basis though.) Battle Plans in particular is one reason. So you're probably wondering why I'm playing with. . .
Naboo and Battle Deployment: With Battle Deployment in the deck to pull tanks from reserve, it seemed that being able to use the second line "Opponent may not draw more than one battle destiny at sites related to systems you occupy" would be a good thing. Again, non Jedi mains, particularly double destiny weilding mains, are a bane of this deck, so assuming they're focusing on the ground and not space, it lets me set up a good defense, even if it's only for a turn or two.
TWO Maul sabers?!: Yes, two Maul double sabers. You'll lose the first one, more than likely, in the inevitable beatdown attempt. Better be prepared with a "backup" copy. (Pun intended. Get it?! Backup? As in 0W0-1 with backup?! Hahaha. . . okay, forget it.)
Alter combo and non combo Sense: The Alter combo comes with Collateral Damage built in. Great against a google of 2 dimensional Rebels with guns permanently glued to their hands. Combo Sense doesn't stop reacts or automatically stop an Alter from jacking your Expand the Empire or Droid Rack.
Imperial Artillery: It's a destiny 7 in a LSC deck, man! Get a hold of yourself! And it adds Force loss if I control a location with my tank. That doesn't happen terribly often, but it makes for a great combat card.
Elis Helrot: Occasionally, I find myself going, "Curses! I need my battle droids on Tatooine!" Are there Helrot counters and defenses? Of course there are, but if they don't have them. . . they'll wish they did. And even if they're playing with Insurrection, Helrot still can put my droids or Jedi out of harm's way after a particularly bad battle.
The rest: Ebb of Battle is just good juju. . . if I'm in a Force drain battle, I'm more than likely winning that war. This just puts some more distance between me and someone relying on a particularly large drain. Plus, activating a Force on a whim rocks, particularly against a Draw Their Fire/Frozen Assets combo or some other bizzare Force denial strategy. Maul Strikes kicks Jedi butt (particularly with Darth Maul's battle destinies +1 versus Qui Gon game text). But don't duel with it! It's a LSC deck for the love of God! Advisors pull stuff. Nuff said.
As far as strategy goes, you shouldn't need too much help beyond the set up suggestion. Play smart. Combat what you can beat, tank what you can't combat and use spies on what doesn't work on the first two. If they play the anti LSC defensive shield, then use Palpatine as a combat card, leave Sideous on Naboo, put Vader in space (because you're going to be smarter than me and use the new virtual version, right?) and take the heat to them with Maul. Space suggestions and/or feedback is welcome, as long as it isn't stupid, like the Mobilization Points and Executor combo. Something, well . . . ORIGINAL *LOL* and something that vibes with the deck would be appreciated.
See also
Sources
- Invasion/LSC Hybrid (DLSC) (Wayback, 20051102154456)
- GPN Star Wars Decks page 48 (Wayback, 20050430203312)