Tyranus New Ways To Motivate Them

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tyranus New Ways To Motivate Them is a Dark constructed list published on Game Players Network.

Deck info

Introduction

A Death Star II deck that deals big damage while retrieving with SFS.

The published list has 58 cards.

Decklist

Character

Weapon

Starship

Location

Effect

Interrupt

Epic Event

Strategy

This deck is built to conform to some of the strongest requirements of the current environment: Occupy a battleground System and site; Be able to pay for your retrieval: Drain well without needing Bonuses: And to win convincingly doing these few things (through a nasty Direct Damage hit each turn from the Epic Event).

FIRST TURN: You have Endor on the Table and Jerjerrod, DSII, and YCHF/MP in hand (Due to your Starting Effect). Draw six more cards. Deploy DSII system to Endor. Deploy YCHF/MP. If your Opponent sucks (ie. They immediately deploy Don’t do That Again), deploy a TIE to Endor system. Then use YCHF/MP to pull Wakelmui, then send it lost to pull Imperial Arrest Order. Use IAO to pull DSII: Docking Bay. Deploy Jerjerrod there, and use his text to pull and deploy the first DSII sector. If you didn’t have enough force to deploy Jerjerrod (maybe because of deploying the TIE), its OK(ish). You can do it next turn (move the TIE to DSII now). Deploy Oppressive Enforcement Shield now. Pick up remaining cards.

TURN 2 and 3: (From Reserve) Deploy sectors (Don’t Forget!). Turn 3 also deploy That Things Operational. If You miss the 2nd Sector on turn 2 (they must deploy in order, and sometimes its in your force pile), its cool. Take the third one into hand and get sector 2 next turn You’ll still be operational on schedule. The biggest bummer is if the Epic Event is in your force pile on turn 3. You’ll just have to deal if this happens (pretty rare).

DIRECT DAMAGE; Some might think the DSII stuff looks like a waste of card space. Here’s why I think it isn’t. The sectors give you a force each. They fly out of your deck. When operational, you get to add a destiny at the system DSII orbits. You will have the ultimate space taxi. DSII can move ANYWHERE along the Spaceline at hyperspeed 3, carrying capitals and/or Ties with it. It can stop in deep space and then your other ships can carry on if you wish.

And your opponent will lose 2 Force a turn from you occupying a system. 3 with We Shall Double our Efforts on table, +X where X= number of related sites you occupy. You only need to occupy, not control. It doesn’t take many turns of this before your opponent has lost more cards to damage than you dedicated to setting it up (2-3).

SPACE FORCE: Mianda and his TIE are the stars of the show. This deck doesn’t allow for starting with Combat response, that’s why there’s doubles of both. 2x I can’t shake him will help you find his Tie Cannons. This guy can move twice per turn, and in your move phase can also fire his weapons (at +2) at any ship. There is very little he can’t hit. He can hang out at DSII until your opponent shows up at the system you’re orbiting (if opponent is likely to have weapons). Then he can move, shoot Dash (or whoever), then move back if you want (give him backup if you do this, in case of spies in ships). Mianda also makes an attack run against your Death Star very unlikely. Even if LS deploy to DSII and move into the 1st sector, and Mianda is on guard duty at the orbited system, in your next turn he can move to DSII, move into the sector, and then shoot at them. If We Shall Double Our Efforts is on table your opponents ships will be maneuver -5 at DSII sectors, and you shoot at +2. And you get 2 more chances at it before the can attack run. They’re history.

Scythe TIEs These are 3 dot cards, so I use this rule when deploying them: Once DSII is operational, don’t deploy Scythes to Endor (or other opponents system) unless you have 3 copies and a squadron to replace them with. If they weren’t ‘Tri-nique’ they would be my favourite card in the game though. Scythe Ties are destiny 4, ability 2, power 2 (3 if with a Dreadnaught, 4 with All power to weapons, 5 if both). They deploy for 2 force to Endor or DSII (additional -1 to DSII Docking Bay. Take off for free, shuttle them out to the occupied system on a Dreadnaught) And they are LNs, so you can replace them with Squadrons.

Dreadnaughts are ability 2, only 5 deploy, beef up your TIEs (especially squadrons), and can take Vader and Tarkin if you come against a real space heavy deck (add another destiny, forfeit them off, retrieve them). A Stormtrooper Garrison’s destiny adding text works in space too. The ‘Emperors’ Squadrons deploy cheap at Endor (1 is cheap at DSII as well), retrieve 3 when you deploy them, and they are great for losing, retrieving, and doing it again. One of these and a Dreadnaught is usually what I leave draining at Endor. If they kill it, GREAT! (Against a space heavy deck, I’d have a non-unique squadron as well).

GROUND FORCES: Sometimes you will invade you opponents system, sometimes you will set up your Tatooine system and operate there (I chose Tatooine because it’s a safe bet there will be battle grounds there from your opponent. If not, use your <>Docking bay. Also, LS EP1 Tatooine’s text sucks, converting it rules). Endicott allows you to shuttle from DSII Docking bay to any site related to system DSII is orbiting. Guri should be put where she can do the most good (air or land). Any of the 3 Garrisons and any of the 3 Imperial leaders in the deck is a formidable force (Jerjerrod is on the table very early and it doesn’t take long to find him a Garrison) especially if Vader is the leader (or Maul is present) and you play your Dark Jedi Presence (this is best done in opponents turn, so you can retrieve the DJP and any characters you lose in your turn). Tarkin can make it insane. The drain bonus on the Garrisons can come in handy if you take an opponents site. Their destiny adding is very good. You usually draw two 4’s or better. You may really want to use Vaders sabre with him. I’m sure you can find something to swap out if it’s a must for you.

EFFECTS: Sienar Fleet Systems will retrieve a force for each TIE you deploy, of course. This is a major part of the deck (hence 2 in the deck, and the oppressive enforcement). This card will allow you to lose very little while your doing big direct damage on your opponent. I’ve talked about We Shall Double our Efforts. Dreaded Imperial Fleet to cancel drains with TIES. No Escape for those LS players that still pack Honour of the Jedi. Imperial decree can save your ass in a big way (you have the locations needed to satisfy it in your deck).

INTERUPTS: The Imperial Artillery is mainly for using as a high destiny, though you may get a force loss or 2 out of it with the TIE cannons. All Power to weapons is awesome. Adds 2 to power of your TIEs and makes them immune to attrition. And in a pinch you can lose it (and a force) to take 3 ties into your hand. I Cant Shake Him pulls your Tie cannons or adds a destiny if you fire them.

So there you have it. One of my Favourite decks ever. It’s a rarely seen platform, It starts with no objective (starting with Endor Ops is a waste of cards), and sets up stupidly quickly. And doesn’t need multiples of hard to get cards (swap out a Lord Vader for an Empire’s Back(V) if you need). Most people should be able to make it. Thanks a lot for reading!


RESPONSES:

Rogue Assassin: I know it seems like a lot of TIEs, but you need some early, and I like for SFS to have a lot of ammunition. I do want to try the deck with Adm. Pieet and Com Brandei though. I might take some Scythes out to try this. Cheers for the rating.

Wedge231: Cheers for rating. You make a good point about strike planning (will be huge with new Hoth V-Objective). The deck can run as an Endor OPs and win, just trim down a few multiples out of the deck and it can still run. The Squadrons are pretty cool in clouds (Power 8 at a <>sector and immune to attrition if you play APTW) and not many weapons can target them), and Mianda runs rampant (shoots at +2, opponents fighters are man.-2 at a <> clouds). Cheers.

Cam Solusar: Agreed. The Ghhk combo would be nice insurance. I seldom have overflow damage though. Cheers for reading and rating!

Revelation: You gave me 3 stars! Thanks man!

Spideyguy: Use DSII Superlaser if you want, i just never seem to face LS capitals, thats all (It would be cool to use Imperial artillery with). Podracing? (v)Reactor terminal takes the sting out of that. Jedi Training? Consolidate, wait, and deal direct damage. I would be grateful if you made this deck up and let me know how it goes against some of the match ups you mentioned. I haven't run into some of them (LS JP). Cheers for the cool reveiw!

See also

Sources


References