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Wedge231 Invasion of the destiny eight blaster!!!

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Wedge231 Invasion of the destiny eight blaster!!! is a Dark constructed list published on Game Players Network.

Deck info[edit]

Introduction[edit]

I won a local tournament with this? How?

Decklist[edit]

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Strategy[edit]

-- response to reviews ---

Catman: Read my starting stuff section. I use Fear is My Ally already. Also, I can't use any other Mauls because they don't have Trade Federation in lore.

--- end responses ---

Tournament record: 1-1

Won by 17 vs. Throne Room Mains (1673 player)

Lost by 4 vs. Local Uprising (v) (1960 player)

You might be asking yourself, "What is this exactly?" That's good. This is Invasion, that little used objective from Theed.

There's probably a few ways to play this objective close to competitively. This isn't one of them. This is merely a fun deck that can draw EIGHT DESTINY blaster rifles.

Start:

Inconsequential Losses helps you get your blasters back into your deck for tracking. It also helps for forfeiting and such.

The Phantom Menace helps you flip. You can pull Neimodians from your deck if you can get Maul out. It also makes Maul a beast. They won't hit him except with 9 or higher. It's just sick. Plus it goes to used pile if Maul dies.

An Entire Legion of My Best Troops is the "key" to the whole deck. Your blaster rifles are all destiny +2 when drawn for weapon or battle destiny. Eights for destiny are just too fun to pass up.

Early game: On turn 1, you set up and draw. The Flagship deploys Dofine aboard. He pulls Activate the Droids. Deploy one of the 2/2 sites from your deck. Then you draw up the rest of your cards. Hopefully you'll have Maul or a Neimodian by now. On turn 2 pull the Throne Room and flip. Ideally, you want a Neimodian and a Battle Droid w/ blaster rifle there.

Mid game: Battle your opponent with Battle Droids. Remember to put their interrupts drawn for destiny out of play in battles. Soon you'll have eights tracked around to cause some nice hurt on them. Twenty power from two battle droids is sickening. During this time, you'll probably be draining for 4+ at your sites. If they go to space, just try to fend them off. If they take the system, it's no big deal. Pull Coward and eventually they'll get bored of draining for zero there. Last tournament, my opponent took Naboo with Han, Chewie, and the Falcon. After several turns of not draining there, he forget to pay the maintenace cost and I held the system with a droid starfighter for the rest of the game.

Late game: Your drains should be eating away at your opponent. His lifeforce should already be a few cards lower thanks to your putting his interrupts out of play. Your droids keep coming back thanks to Droid Ranks. Eventually you can just toss those to drains.

Card choices:

P-59: This guy is amazing against LU (v). Shoot down Luke in Rogue 1 with a tracked six.

Tey How: Stops drains in space. Pretty good vs EBO and such.

OWO-1 with Backup: Stick him at the Battle Plains with another battle droid. They won't drain at the generator or the swamp.

DFS-1308: It's like an Imperial Command that can get shot down. That would be bad. Luckily, I don't see many X-wing cannons here.

Take Them Away: Nute pulls it every turn. It offers some UC spy protection, and it helps reduce their battle destiny every turn unless they grab it. Then you can abuse your other interrupts.

Trade Federation Tactics: If they try to surprise you in space, play this. Nobody has any idea what it does, but it adds your armor to your ship's power.

Halt: If they sit an Arcona in front of your guys, play this to make it landspeed=0. Then you kill it and make them waste their Houjix.

Matchups:

Space: This could be tough. Set up on the ground and drain for up to 8. Also get out Search and Destroy. Your ships could die, just run away and try not to lose them too early. Tey How is your friend...

QMC: I've won this before. He tried to kill my ship with Ten Numb, and I played Trade Federation Tactics to cause some overflow. Make sure you have Oh Switch Off to protect your droids from Sorry About the Mess.

WYS: Very tough. Get out the droid who makes smugglers deploy +4 and not apply ability toward battle destiny. Here on LI, we don't see good WYS decks too often. It's fun.

Mains: You should win. They keep coming down, and your guys go to Droid Racks. The droid who makes Jedi deploy +4 really hurts them. You'll probably outlast them.

Local uprising (v): Do as much damage as fast as you can. These decks have such a small reserve deck by turn 3-4 it's not even funny. Find your P-59 and kill them fast. Your flip side limits T-47 battle formation with a drain cap of 2.

Thanks for reading. I hope you have as much fun with this as I have.

- Chris Wodicka

See also[edit]

Sources[edit]


References