Zodus DS's new Space Powerhouse

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Zodus DS's new Space Powerhouse is a Dark constructed list published on Game Players Network.

Deck info

  • Player: Zodus
  • Published: 10 June 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS3
  • Side: Dark
  • Starting Card: Carbon Chamber Testing
  • Strategy: Carbon Chamber Testing
  • GEMP Importable deck: Download (omits Labria (V) (Virtual Set 2: Our Most Desperate Hour), Undercover (V) (Dark) (Virtual Set 3): not in GEMP)

Introduction

A Dark Side Space Deck that focuses on robbign LS of their strongest space package.

The published list has 59 cards.

Decklist

Objective

Character

Device

Starship

Location

Effect

Interrupt

Admiral's Order

Notes

  • The posted They Must Never Again Leave This City (a Dark Effect) had been linked to They Will Be Lost And Confused, the back of a Light Objective; the row now links the posted card.

Strategy

Props to Jared "JLock" Lockwood for a lot of teh tech in this deck. (see CCT Senate, Decktech)

If you take away Han, and you take away Lando, you take away *most* light side space decks. Far too often (unfortunatly for the LS) Light decks these days are dependant on the falcon (either mini or mega) for their primary space package. If you can take away Han the megafalcon is not an option, and if you can take away lando the mini falcon (as well as Screaming Lando) is out as well.

This deck is designed upon this basis. The deck sets up the massive DS space drains and dominates the game in space, with some EPP beats for fun.

Okay so for the strat.

You pull your IG-88 with your starting effect and play him on turn 1. You pull Lando with security tower and hold him in hand. Transfer Han to IG and keep him hiding out in the prison. You now can pull a card from your force pile each turn (that is yours and theirs). This allows you to keep your force for thigns like draining, evasion (early on) and deploying, etc.

Also, on turn 1, you pull Audience Chamber, Labria, and Undercover. This helps to set up your tracking (again for evasion and battles).

Set up the executor with fondor or TMNALTC and bespin. Move it to Bespin and get IG aboard with Han. Play your lando and shuttle him aboard as well. Now, Lando can't be replaced and han can't be freed unless they kill your Executor, *without* HCiMF and minifalcon. That leaves most LS decks with Spiral (woo!), Outrider, and *maybe* a luke or wedge. It is tough to take down the executor with previously mentioned forces, in case you were curious. Lateral Damage and Set for Stun/Unsalvageable make it even more difficult.

The rest of the game consists of you pulling the cards you need from force pile, tracking destiny with Labria, the Fish, and Informant (v), controlling space, and huge drains.

Matchups-

LU(v) - Okay, so most decks don't use Lando and Han, but either way, you prevent those that do (seen a couple, also seen some Screaming Lando forb eats in here too). Set up Imperial Decree to prevent T47 Battle Formation. Control Hoth to prevent retrieval with frostbite. Drain for a lot a turn. these games are close, but you will generally win since you have less cards on table. Battle with EPP's late game to retrieve with First Strike.

Throne Room - TRM relies on having something to battle. Without a space package they are limited to what they can do. Evasion is key early. If you need Decree, fortify a site with your EPP's. Drain hard in space, and prevent Menace Fades from being a problem with beatdowns.

Senate - See TRM. this matchup is nearly the same, except they have more control of destiny's.

Hidden Base - Most hidden base decks rely on the mini falcon, so speed is important here. Try and get lando down and in space asap, even if it means throing him on some stupid sip and playing evasion until you can transfer him the the executor.Probe their base, Battle, retrieve, and drain. Rinse and repeat. Pretty straight foward.

WYS - <==isn't played much anymore anyways, but you stop a lot of their space package, and can throw some beats with your epp's.


Card Choices:

Only 8 ships?! - That is all your really need. you can get rid of some of the red if you are scared, but Without the LS powerhouses in space, you don't really run into too many troubles.

Informant, Labria, and Undercover - One is a used 6 that tracks, one tracks, and one pulls a used 6 that tracks. Also can be used as a drain canceller for those decks that 'come to you'.

Unsalvageable & control/Set for Stun - evasion & pilot and ship combo killer. play set for stun, make their character go away, then kill the ship. Also works on speeders.

Tarkin's Orders - stop their drains, what can I say?

Conclusion:

This decktype is fast, powerful, and adaptive. It shuts down many lightside decks by preventing them from being able to do anything to stop you. It is fun to play, unique, and quite a surprise (CCT? Huh? What does that even do?)

With tweak's (which I know the community can provide, I am not a phenominal player by any means, but I think this deck will be real strong) I can see this decktype becoming a Dark Side favorite.

See also

Sources


References