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Tatooine Larry Elom Elites

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Tatooine Larry Elom Elites is a Light constructed list published on Game Players Network.

Deck info[edit]

Introduction[edit]

Medium-Level deck. Not for beginners due to the need to concentrate on several things at once. May take a few games before you get used to it, but it's a real killer when you've got the nuances down.

Decklist[edit]

Character

Location

Effect

Interrupt

Strategy[edit]

Start with Carbonite Chamber, because it gives two Force for the Light Side and only one for the Dark Side, while still allowing for a force drain of two. Use a copy of The Signal as your starting interrupt to put Bargaining Table out right away.

At this point, the average destiny of your reserve deck is four. Now draw your hand. If you've got two Eloms, a Plastoid Armor or two, and a NTMTO in your opening hand, you're in good shape. Deploy any sites you drew, as well as Ultimatum, Traffic Control, and Yarna d'al' Gargan if you got them.

For the first few turns, you'll mainly be working on getting those effects and sites out, while getting a few Eloms & Plastoids into your hand and building up about 6 force in your force pile. Use Signals to fish through your reserve deck if needs be to get the effects you need. If your opponent tries early force drains, cancel them with Bargaining Table, and if the opponent is weenie-draining with TIEs or wimpy characters, use the Surprise Assaults. Remember, your average destiny is about four with this deck.(Funny story: I once made a guy lose 12 force to one of his own force drains with this deck. He was using a droid-drain deck. He had four droids at a site, which allowed him to force drain me for like 5. [I don't recall the exact combo he was using, so don't ask] So, I cancelled the drain, drew my four destiny, and whipped him soundly. I love Surprise Assault.)

When you have most of your support cards down, use the force that you've accumulated to deploy AT LEAST two Eloms to the same site. Deploy the ones from under your Bargaining Table first (if there are any) so you can keep the ones in your hand to cancel more force drains. Once you have two Eloms together, you can deploy Plastoid Armors directly on both of them free of charge. Now those sucky P1/A2, D3/F3 weenies are Power 3, Forfeit 5, and Armor 5! If the Dark Side tries to take them out with Vader or Mara Jade, they each get Power +3. Your two Eloms now have more power than a Luke/Obi-Wan pair when facing an Imperial! And if you opponent does initiate a battle, you can use Skull. If you have an Elom in your lost pile, Skull allows you to place it out of play to add four to you total power. Two Eloms together can also draw a battle destiny, which will be on average a four. Two Eloms therefore average a total power of 20 in battle against an Imperial, and 14 against aliens or Maul, with an attriton of 4 in either case.

While you build up your force-draining Elom army on Cloud City, you will be hitting your opponent big-time elswhere. Keep canceling his force drains with Bargaining Table and Surprise Assaults, hopefully doing some significant damage to him in the process. When you've got at least three Eloms on the table, and you don't anticipate the number dropping below three any time soon, throw NTMTO into the opponent's reserve deck. By this time, he's probably deployed a good portion of his cards, lost many more, and has a fairly large hand. This means his reserve deck will be fairly small, and your NTMTO will hit the top pretty quickly. When it does, laugh with sadistic glee! NTMTO causes each player to add the three lowest destiny numbers of the characters they have on the table. Your total will be 12. Always. Why? Because Eloms have destiny four, as does Leesub Sirln. If every character in your deck has a 4 destiny, all you have to do is make sure there are always at least three of them on the table. Your opponent is probably using Imperials. Most Imps have destiny of 1, sometimes 2. Vader, Tarkin, Maul, Mara Jade,... the list goes on forever of the cards that have destinies of 1 that your opponent will inevitably play. If your opponent has out three characters with destiny 1, your NTMTO has just caused him to lose 9 force. Better yet, if your opponent has no characters, like with a space deck with all permanent pilots, then you're doing 12 damage with each copy of NTMTO. Notice that there are 7 copies in this deck. I've never used more than four in any game. They're there in quantity to get them into your hand quickly and end the game with lightning speed (I thoroughly believe that only an ambush deck can beat the overall speed of this deck). The extras may also be necessary should your opponent be using an effective force retrieval deck or anti force-drain tactics.

Additional notes: The card Nar Shadda Wind Chimes was *made* for this deck. It's a used interrupt, so it recycles. It lets you search you reserve deck for Eloms. And, most imprtantly, when you've got 7 or 8 Eloms out, it allows you to retrieve an equal number of force. This is a once-per-game option, though, so you'd better time it right, and don't do it unless you are SURE that you aren't going to draw too high a destiny. Also, note that Leesub Sirln can be your primary defense against a number of decks. If you don't know what kind of deck your opponent uses, try to use her to drop the opponent's interrupts. Many decks depend on combos that you can screw up this way. Or, if you know the opponent's got Maul in his deck, try to kill him before he gets on the table. A Maul with his double bladed saber can make short work of even the most massive Elom army. Same tactic for space decks with Star Destroyers. Surprise Assault becomes useless when force drains are done in space by these big boys, so get rid of 'em before they even hit the skies. (Another funny story: I once dropped a guy's Flagship Executor on the first try with Leesub. He was really pissed. He was a good friend, so I laughed at him really hard. Ah, the memories.)

(Note below added 19:17 EST in response to bad reviews dealing with Lathe.)

Leesub Sirln will save you from an alien deck, too. Just say "Alien", and your opponent's potential alien army will dwindle quickly.

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