Tyranus Sienar Ops
tyranus Sienar Ops is a Dark constructed list published on Game Players Network.
Deck info
- Player: tyranus
- Published: 14 May 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS2
- Side: Dark
- Starting Card: Set Your Course For Alderaan
- Strategy: Set Your Course For Alderaan
- GEMP Importable deck: Download (omits General Tagge (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)
Introduction
Huge retrieval, huge activation, destiny 10 squadron cards, and Vader choking Jedi Masters!
The published list has 59 cards.
Decklist
|
Objective Character
Starship |
Location
Effect
Interrupt
Admiral's Order |
Strategy
INTRO
I'm a big fan of TIE retrieval decks, have been for years. But a lot of the cards I use in this deck came out since I had my last true SFS binge, and I'm finding they make using this deck really fun. Flagship Ops (FLOPS) has always been a Holy Grail-ish goal for me, and using the huge force generation of this deck and Drop, I can set up those destiny 9 TIE squadrons pretty easily. Drawing a couple of these babies at the right time can give you the game. I originally wanted to make it a double pronged snub at the lack of a light side CHYBC equivalent, and use Organa's ceremonial necklace, but there just wasn't the space.
STRENGTHS:
SYCFA One of the best DS platforms IMO. Using SYCFA non flip gives a DS space deck the advantage of a battleground site at which they take no damage. In this deck you can satisfy Battle plan/Order with a TIE fighter at the Death Star docking bay, and if they attack the TIE it goes to your used pile with SFS. Handy :)
SIENAR FLEET SYSTEMS: SFS is great fun. A mountain of retrieval (sometimes you retrieve the same cards 2 or 3 times! Who doesn't like that?). And with the starting combo pulling Wakelmui (then going lost to /\ FLOPS), half the work is done. The large number of effect puller interrupts helps with the other half. If your opponent starts with Dont do that again effect (the only thing that would stop you using YCHF/MP to pull Wakelmui as your first action of the game), it shouldn't hinder you too much. Just draw like crazy try to minimize early loss. So long as you DONT LOSE YOUR SFS you should be fine (ie, retrieve whatever you lose). You might draw Wakelmui and end up using the combo to pull Executor :) Otherwise, you should be able to pump out some TIEs to a battleground system pretty quickly. If people start with DDTA a lot in your area, maybe pack a presence of the force to put on death Star System (then you can land your TIEs at the safe Docking bay till your able to back them up better).
TIE retrieval is best when you can be losing your squadrons fairly regularly (so you can save them to Return to base and redeploy them to retrieve huge amounts of force. Some light decks don't do you the favor of killing your squadrons very often though.
Thats what the Asteroid sector is about. In your control phase the light side draws destiny for each of your starships at the sector, they kill a non unique and a unique squadron; non unique goes to lost pile, unique to Return to base. Deploy unique again to retrieve 3, and smile at your opponents dismay that you screwed up the good tracked destinies he had set up :)
VARIOUS OTHER CARDS:
Vengeance. Forfeit 18 squadrons. Nuff said.
Use the old Command, Piett, Gherant string to get Executor sites on the table ( I haven't had a problem yet drawing one of the sites to put him at by the time I need it. You could use IAO if you wanted, or that Death Star site that pulls DBs. I just prefer not to.
Tagge (v) sending your effects to your used pile can help your differential in a game where you really own your opponent (as can losing your Executor and all the sites late in the game, then retrieving them :) )
Come with me (v) is awesome. If you don't use this card yet you should start now! Use it to pull a pilot (choke vader maybe? :) ) then send it used to take him into your hand. Its handy for getting Piett off the table so Thrawns AO text kicks in too. Sounds expensive but its quite easy to manage with the HUGE generation of this deck.
Stormy garrisons with any of the Imperial leaders in the deck is a strong ground force (especially Tagge with Imperial command). And don't forget the garrison's "adds a destiny with an imperial leader" text works in space too. Just try to stay out of docking bays cos portal sucks. I think there should be a shield against it :(
Dreaded imperial starfleet cancelling their biggest drain each turn can be huge.
FLOPS:
Deploy on a Star destroyer if 5 executor sites on table. Your TIEs are deploy -1, forfeit +2 and destiny +2. At systems where you have a TIE, your Imperial capital starships are deploy -3 and your battle destiny draws are +1 each (immune to alter if on Executor).
And if its deployed on Flagship Executor it grants TOTAL immunity to attrition.
The benefits of this effect are massive. Your non unique TIE squadrons are destiny 9 for ALL purposes (choke Vader is fun in this deck : ) ). Your unique squadrons are destiny 8 (7 for Vaders squadron, which the objective pulls BTW ). And ALL destiny draws in space will be +1. Drawing 2 or 3 destiny 10s is a great feeling!
Your named squadrons will deploy for 2 (+3 if aim high is out and you want to retrieve 3 force from Sienar fleet systems). They can do this as a react which can be awesome. Suddenly your lone TIE fighter at a system is joined by the Emperors Sword ,draws a destiny 10, forfeits to used pile for 4, and the squadron goes to Return to base ( for forfeit 12!) to be picked up in your deploy phase for 2. You shouldn't suffer any damage and the light side will be left with quite a mess of attrition to clean up (maybe leave 2 TIEs at the system to be safe, X-wing cannons can spoil the party). There is usually more than enough force generation for you to save 5 force.
FAVOURITE TRICK:
Even more fun than choking Jedi masters is Tallon Rolling Wedge in Red Squadron 1 with a non unique TIE ln! During a battle at a system where Vader and GM Tarkin are in battle together, initiate a tallon roll, draw your tracked 9, and cancel his draw with Tarkin. you get 13, he gets 12 (maybe as low as 10 if your Admirals order is out). Another Holy grail for me, and IMMENSE humor :)
If you don't get a kick out of this idea, swap out the tallon roll combo for a they're still coming through (did I mention I hate portal? :( )
WISH I HAD ROOM FOR:
I've played around with all of these and they all rock, but somethings got to give with all those sites. play around with some of these:
Control/Set for stun (bounce a jedi Master!), Boba Fett Bounty Hunter (LS:"You drew HOW much total destiny?!" : ) Commander Brandei All power to weapons (not using it is funny though, they wait to snag it and it never comes : ) Dreadnaught Fel and Sabre 1 Tarkin (v) Another Stormy Garrison Pride of the Empire Guri Ghkk/Those rebels wont escape us something Special planned for them Homing beacon lots of things really...
SO... ...Thats my favorite dark deck at the moment, hope it appeals to you enough to make it up. Not many of the cards are hard to track down, and the TIE retrieval is a powerhouse.
RESPONSES:
SHEWSKI: Cheers for your reveiw man, I appreciate it. 1) about the asteroids: the deck generates 18 force without any LS help, so you end up generating big. I use this to get the cards I cant pull, then use drop to recycle, and to set up destinies, as the big ones in this deck arent interrupts. Asteroids is rarely an essential card anyway, its just handy sometimes. Deploying squadrons to docking bays can be used instead (helps to absorb the mess if portal gets played on you. Did I mention portal sucks :)
2) If LS decides to ignore me in space they will end up losing usually. They pay for drains while i assault them with zombie imperials drawing huge chokes and battle destinies. Though I will admit I find THGG a tough matchup. Stacking cards is so much worse than losing them. I would like to fit a Pride of the Empire in though, you're right, it would help.
3) No one likes Scythes more than me. I used them in an early version, and the high destiny was awesome. But only being able to deploy 3 of them a turn, not being able to replace them if you had 2 out at different locations, and paying 4 to deploy one (and retrieve with Aim High out) were all real drags. Using Endor is a drag because of Strike planning too. I'm going to try a mixture of TIElns, it could work well.
4) I'd never use anything but TIElns, they are what makes the deck work. Its the retrieving, replacing, high forfeit and destiny squadrons that are the whole appeal for me.
CAM: Cheers for the comments Cam. V-5 is sure looking good so far. I get the feeling us MWYHL players will have lots to talk about soon. :)
See also
Sources
- Sienar Ops (Wayback, 20051102154456)
- GPN Star Wars Decks page 25 (Wayback, 20050430203312)