DeckTech.net
Home
 Card Games?
About DeckTech
FAQ
DPC
Star Wars CCG
Home
  About the Game
Decks
Tournament Reports
CCGs
MagiNation Duel
Lord of the Rings Card Game
Star Wars Customizable Card Game
Star Wars Trading Card Game
Star Trek Customizable Card Game
 
Mind What You Have Learned + Brentson s Beats

    Deck ID: 1309

    Author: Norman "Norman" Horn

    Title: Mind What You Have Learned + Brentson s Beats

    Side: Light

    Date Published: 1999-11-20

    Description:
    A MWYHL Brentson's Beats variation. It hasn't been playtested much.

    Rating:
    4.0

    Cards:

    'BrentsBeatsMWYHL.deck - Sat Nov 20 082144 1999


    Unknown Type
    Dagobah
    Dagobah Bog Clearing
    Dagobah Swamp
    Dagobah Yoda's Hut
    Tatooine Cantina
    Tatooine Jabba's Palace
    Tatooine Mos Eisley
    Tatooine Obi-Wan's Hut

    Characters (14)
    Chewbacca
    Han With Heavy Blaster Pistol x2
    Jeroen Webb
    Leia With Blaster Rifle x2
    Luke With Lightsaber x2
    Moisture Farmer
    Obi-Wan With Lightsaber x2
    Orrimaarko
    Yoda
    Yoxgit

    Starships (4)
    Gold Leader In Gold 1
    Millennium Falcon
    Red Leader In Red 1
    Spiral

    Interrupts (20)
    Courage Of A Skywalker
    Don't Forget The Droids x2
    Don't Get Cocky
    Gift Of The Mentor
    Glancing Blow
    I Know
    Jedi Presence
    Life Debt
    Nabrun Leids x2
    Shocking Information x2
    Skywalkers
    The Signal x2
    Tunnel Vision x4

    Effects (11)
    Battle Plan
    Beggar x3
    Descent Into The Dark
    Draw Their Fire x2
    Order To Engage
    The Planet That It's Farthest From
    Traffic Control
    Wars Not Make One Great

    Devices (2)
    Landing Claw x2

    Unknown Type
    Mind What You Have Learned/Save You It Can '

    Strategy: '

    **Before that wacko guy came and put half stars on all my decks this was a 4 star.**


    I don’t know what the blazes the Farmer is in here for, it probably was an error I made on deckmaker. Replace with your favorite character.


    This is a fairly standard Brentson’s Beats, but it uses Mind What You Have Learned. My reasoning Sense/Alter protection that is more sure than just a Wise Advice (I know it won’t be perfect, but it is better in this situation in my opinion); gets the Muppet out faster for pretty good attrition protection.


    The basic gist of the deck is to hit them hard-- real hard-- with all your mains, destiny adders, and a Draw Their Fire/Beggar Combo. You get this combo by quick activation, drawing, searching, and Tunnel Vision. You prevent damage by using Yoxgit + Landing Claws, Battle Plan + Wars Not Make 1 Great, and TPTIFF, and that should stall for enough time to gather the combo. BTW be very careful where you put Yoxgit, you don’t want to get beaten down yourself It would be cool to put in JT1 and Training area to get him on Dagobah safely, and a Figrin for a little retrieval and destiny setting would be a neat addition. Anyway, you get your stuff, deploy en mass, DTF them into not using interrupts, BEAT DOWN Then Nabrun and do it all over again if they actually survived...


    Here’s what I would do against dominant decks.


    Hunt Down-- Unless they aren’t playing with Dueling, don’t deploy Luke or Ben till you have at least a Glancing Blow or a Courage. The exception is when you know you can take them out in one battle and you can eliminate the threat of Elis with Beggar. If you can’t find the duel protection, you can also just deploy Chewie +Han and use Life Debt instead, where they don’t have many characters.


    Ops-- You have a choice, if they are using a planet of parsec less than 5 (eg Corulag, Eriadu, etc) start with TPTIFF, then they can’t cancel it very quickly. If it is 5 or more, start Battle Plan. I don’t think you should have a problem against Ops, but be careful to make sure to use DTF.


    ISB-- Start Battle Plan and be patient. You must be careful to not lose stuff carelessly, because you will probably need it. If Occupations are killing you, deploy more quickly and hurt them as much as you can.


    Big Blue-- Start either Battle Plan or Draw Their Fire. I would usually go with BP just in case they are using a dedicated TIE deck. Use your LC’s to their greatest extent, and beat down those Walkers


    Anything else-- Usually start Battle Plan unless you have a very good reason otherwise. Have fun, and beat ’em down


    ~Norman

    '

Terms of Service, TM, and ©2002 www.decktech.net. All Rights Reserved.