Tyranus Higher Learning

From SWCCG Wiki
Jump to navigation Jump to search

tyranus Higher Learning is a Light constructed list published on Game Players Network.

Deck info

Introduction

Jedi Training with an emphasis on getting around CHYBC and Secret Plans

The published list has 56 cards.

Decklist

Objective

Character

Device

Weapon

Starship

Location

Effect

Interrupt

Jedi Test

Strategy

MWYHL can be an ambitious deck to try to play these days, but I still find it fun. It’s amazing what you can do with a few good characters (and the ultimate ship). These high powered cards will help you get around the cards that would otherwise hinder its stupid amounts of retrieval. A lot of people just don’t like the deck (for various reasons; Maybe they’re sick of it; maybe they’ve never played a good one; maybe they can’t be bothered with remembering all the stuff it takes to work it). If you personally don’t like and would never use MWYHL, please don’t rate harshly.

Players who have used MWYHL will probably see what this deck is about straight away; Train while holding DS off with It Could Be worse, then do some late game destiny adding with devastating results. For others who have perhaps not played the Objective before, I’ll give a general low down on the mechanics of training How crafty you are with using the characters available to you at the right times, and how much work your opponent makes you do to maintain a presence on the table will always be in flux. The best I can do is give you tips on the training side of things. This deck is all about timing, so I’ll try to be specific.

FIRST TURN; (from Reserve Deck) Deploy a Docking Bay, Dagobah: Training area, Yoda, Luke’s Backpack (on Yoda), Yoda’s hope, .Use Training Area’s text to take Jedi Test#1 into hand From Reserve.. Maybe leave force for an It Could be Worse (ICBW), preferably draw up any left over force (this is a major part of using Thrown Back to maximize Test#5; Draw up whenever you can.) OPPONENTS TURN: Take Test#2 into your hand from reserve deck.

SECOND TURN: (from Reserve) Deploy Luke (or Daughter, Whichever you prefer. Is there a lot of AOBS or BHBM in your area? If so, maybe use Daughter) as the apprentice (to the training area), Dagobah Jungle, and another Docking Bay. Take Test#3 into hand. Deploy Test#1 to the Training Area. Re-deploy the Backpack onto Luke, and move Yoda into it. OPPONENTS TURN: Take Test#4 into hand.

THIRD TURN; (Control Phase); If opponent occupies a non-battleground site, use (v) for luck to look at top 2 cards of reserve deck and take one into hand (maybe the lowest destiny, maybe a card you want to use). If not; Draw 2 training destiny (The way of things allows 2); choose the highest. You should ,if the force was with you (remember to add all training modifiers: Yoda(+1), Yoda’s hope(+1), Luke’s backpack(+1), +5 for lukes ability, + X(where X = the number of Dagobah sites on table ) have completed test#1 (deploy it on table). All your opponents Force drain Modifiers are cancelled (that’ll help hold them off). So don’t forget. Deploy Bog Clearing (separated from the jungle by the training area. This matters) from reserve and Test #2 to the Jungle. Take Test#5 into hand. Move Luke and Yoda (never forget to do this, it sucks if you do). OPPONENTS TURN: Take Test#6 into hand.

FOURTH TURN: (Control Phase); Check if you can use For Luck, then draw 2 training destiny: You have completed test#2(deploy it on table). DS now need ability 6 to draw Battle Destiny (anywhere). Deploy Yoda’s Hut from reserve, use The way of things to deploy test#3 on table (sweeet! You may now subtract 1 from any and all opponents destiny draws for anything), and deploy test 4 to the Bog clearing. Move the boys to the Bog Clearing (at landspeed 2 thanks to The way of things).

FIFTH TURN: (Control Phase) For luck, then draw 2 destiny. If Test#4 completed (deploy on table), you may use 2 force in each of your control phases(like now, if you want) to search your reserve deck for any card you want. If you don’t have both a Thrown back on table, and an R2 in red 5 in hand, start trying hard to make it happen. You need both of those in place soon. Deploy Test#5 to Bog Clearing. Move Yoda out of the pack and to the Hut. Probably draw a lot of cards (you need to be able to activate your whole deck on turn#7, and you need a Thrown back and an R2inR5 by the end of your next turn.

SIXTH TURN: (Control Phase) Turn Luke upside down ( test #5). Maybe use For Luck, Maybe use Thrown Back, or use test#4’s text. If you haven’t got much on the table, start trying to engineer a presence at 2 battlegrounds for the end of your next turn(to counter Come Here You big Coward). At the end of your turn you need to have no more cards in your reserve than what you can activate (unless you’re already tracking a 7, in which case you need to make sure you can activate down to it next turn and have at least 10 force in your force pile to retrieve with) so draw cards or save cards as necessary. OPPONENTS TURN: Use Thrown back to put an R2inR5 in your used pile (maybe another high destiny as well if you want to battle next turn, and maybe another card as well if your going to need it to pay for retrieval)

SEVENTH TURN: This is the one we’ve been waiting for. Activate enough force so that the last card in your deck (R2inR5)is on top (leave more if you’re battling). Throw back your R2inR5 now if you only just got it, and do nothing this turn (your used pile will re-circulate before you upkeep HCF, so don’t worry about that.) Do whatever it takes to have a presence at 2 battlegrounds (CHYBC). Remember that in your opponents next turn every destiny you draw will be a 7, so line up those destiny adders. Try to save enough force to retrieve (Secret Plans), but don’t worry too much about it (its not game over if you don’t). The On the edge’s are about to retrieve a lot of force for you anyway (start plotting seriously against V-Tarkin if he’s on the table. He’s got to go). At the end of your turn draw your training destiny(s) and place R2inR5 on test 5. OPPONENTS TURN: If your opponent battles you, wreak havoc with multiple destiny 7’s (don’t forget to subtract 1 from every draw they make, subtract 2 from total attrition with Yoda, and that they need ability 6 to draw destiny). Lando’s ax becomes very useful, And the Falcon with a life debt! Power 9, total destiny 28! 35 with the Out of Nowhere.

EIGHTH TURN: Activate as much foce as you want, you only ever need one card in your reserve deck now. Control phase; Maybe Thrown Back, Maybe For Luck, Maybe Test#4. Maybe this turn you take up Luke (put the Pack in used pile) and redeploy him (possibly with Test#6) Duel Vader, then battle his ass off, adding some destinys with Skywalkers or Gift of the Mentor. Maybe you attack with the Falcon. Maybe this turn would be better spent manoeuvring some characters to occupy 2 Battle grounds, then doing an On the edge. At this point of the game it will be up to you. But if you’ve made it to here, the game will be fun for sure. Watch DS run!

GENERAL TIPS: The Obi wans hut helps get Obi out cheap and gives you a little haven to amass forces at (if you need it). It could be worse will probably get snagged. Maybe just start losing them once a couple are snagged (though there will possibly still be situations where you want to use it). ITS WORSE: This card can kill you. It’s a hit cancels it. If you suspect you will meet this card, wait till you have It’s a hit in hand (Its Worse is THE card you want to snag yourself).

  • EDIT* If Jedi test 1 is on table, It's Worse cannot be used to make you lose more force in reaction to you reducing a force drain with ICBW. It's worse is considered a force drain bonus in this situation.

LSC: Pack the shield, and do your best for the first seven turns (after that, theyre yours. You’ll draw 2 7’s for combat and subtract 1 from each of their draws)

CHARACTERS: Ben Kenobe resurects a lost character at the end of battle (even if he was exculed from battle by You are beaten). DS will need a 4 and a 5 to hit him once you have test#3 on table (you sbtract 1 from all opponents draws). Qui-Gon rules, everyone knows that (anti Maul machine). Dark Side will need two 5's to hit him. Padme pulls either of those 2 Jedi and can't be targeted while with one (Ben and Padme together rocks). Lando adds a destiny on Tat. and excluse (Ben and Lando is awesome. Jerus Jannick satisfies all battle damage and attrition if with Padme OR Leia(Ben + Padme/Leia + Jerus). And he's power 4 and cheap to Padme's site. You will be surprised how far these few awesome characters go.

As you can see, this is no drain deck. Consolidate your forces, hold your opponent off, then end the game quickly with test five; that’s the way an ideal game goes. Good Luck!

Thanks for reading. Consider this a basic deck template, open to customization. There’s plenty of different destiny adders you may want to use (gamblers luck). Maybe you like Gangsta Lando better than Lando w/Ax, or Obi w/ saber better than Ben. Other cards that have worked for me; 3PO (Ep1 or Endor), Fallen portal, Leia's Rifle, Slight weapons malfunction, Surpise Assault, Arcona, Jar Jar, SAC Combos,Clash of Sabres. Ive made over 20 incarnations of this deck (honest), and they all had their strengths. Mess round with it.

If you’ve never played MWYHL before, make this up and train a Jedi. There’s a lot to remember, but I think it pays off.

MY RESPONSES I've changed the decks name, someone else had used it.

CAM SOLUSAR: Thanks for your generous review. You could train SOS, but this is why I prefer not to. This deck clears training destiny's by a long way usually, so you don't need the bonus from Lukes Saber. When it comes time to take Luke into your hand at the end of the game, his sabre will go to your used pile (and he can only grab one from your deck once per game). If i were going to train anyone else, Id train Daughter. The Leia persona is very useful elsewhere though. She makes using Warriors courage extra sweet. And Jerus Jannick cancels all damage and attrition with her or Padme. And if you like boush, you can hide her out until Lukes ready, then deploy him, use Skywalkers, and cause big damage. Again, cheers for the cool reveiw. Hope I've explained myself better.

CATMAN421 Thanks very much for your kind reveiw. See my response to Cam above for my reasoning behind my choice of Luke. Also, the Jedi Tests give Luke with Saber immunity to attrition, even if his text is cancelled :) If you thought you liked luke with saber before, try him in this deck. You'll love him forever! Cheers again.

SWCCGplayer#2. I have been playing for 7 years and have never seen drains of 10 on 2nd turn, let alone 25 in 3rd turn. Have you seen people get their drains that high with no force drain bonuses? :) Test#1 is a great card. All I can say is this deck won a game by 34 cards last week. You wouldn't think it possible, I know, but its true. A lot of decks dont drain much, they just wait for you to deploy and then they react (beatdown). Thanks heaps for reveiwing my deck.

Wedge 231: Wow, thanks a lot Mr. Wodicka! Thats great news about the ICBW I didn't know that! You're right, OTE gets snagged, but not always (They're the games with the big difs :) ) Having said that, 4 is a lot, and I've played with as few as 2. I just thought I'd keep this deck down to a few simple concepts (except for training of course) and pack multiples to make them happen. Thanks a lot for your reveiw.

Rogue Assassin: Thanks so much for your kind rating. Funny you should ask about V 2.0. Expect to see "Higher Learning II: Master Yoda's School for Young Ladies" in a couple of weeks. It will focus on the Skywalker ladies (Shmi and Padme) and will train Leia. Cheers man.

See also

Sources


References