Deck ID: 18778
Author: Dennis "Denethor" Jeffris
Title: Next Stop Dumpsville - Population You ; aka Goggled Cheese Ver 2 0
Side: Light
Date Published: 2001-09-03
Description:
After reading some helpful reviews, I have changed this deck to be optimal. I don’t have some of these cards, but this is my ideal version.
Rating:
4.5
Cards:
'Starting (6)
Watch Your Step/This Place Can Be A Little Rough
Tatooine (Coruscant version)
Tatooine Cantina
Tatooine Docking Bay 94
The Signal (explained later)
Squadron Assignments
Locations (1)
Kessel
Characters (20)
Dash Rendar x2
Mirax Terrik
Phylo Gandish
Talon Karrde
Ralltir Freighter Captain x3
Lando With Blaster Rifle
Luke Skywalker, Jedi Knight
Wedge Antilles
Chewbacca, Protector
Theron Nett
Yotts Orren
Captain Han Solo
Murr Danod
Threepio With His Parts Showing x2
Melas x2
Starships (7)
Outrider x2
Pulsar Skate
Millenium Falcon
Artoo-Detoo In Red 5
Red Squadron 1
Red 10
Interrupts (18)
Tunnel Vision
Control
Control & Tunnel Vision x2
Transmission Terminated
Out Of Commission & Transmission Terminated
Houjix & Out Of Nowhere x2
Visored Vision x4
Perimeter Scan
All Wings Report In & Darklighter Spin
Run Luke, Run
Were Doomed
Free Ride & Endor Celebration
Blast The Door, Kid
Effects (5)
Battle Plan
Polarized Negative Power Coupling
Menace Fades
All My Urchins
Tatooine Celebration
Crazy Crap (3)
X-Wing Laser Cannons
Ill Take The Leader x2 '
Strategy: '
---this is a pre-Reflections 3 posting. I may post a new version, I may not. Just exchange as you see fit.---
---add in the combo of Battle Plan and take out 1 Ralltir Captain for 1 more Luke Jedi Knight---
This is basically copied from my other deck...
First off, youre probably wondering why I start The Signal. Its for several reasons
The only other effect that is safe to start is Menace Fades. Battle Plan (I dont have the combo card, by the way - exchange as necessary) is not a safe card to start because you usually dont have anything on the ground for a turn or 2, but you almost always get someone (Dash optimally) to Kessel first turn, so you can drain next turn. Hence, I dont want to spend 3 force to drain. My activation in early-game is limited, so I need all I can get.
And the biggest reason I start The Signal... is to flip, then use it to pull out Polarized Negative Power Coupling. Since I cant start it w/ HFTMF, I use the Signal. The only effect I need out at start is Squadron Assignments. So I play the Signal. Then, when I flip, play Signal from your lost pile to pull out Polarized Negative Power Coupling. Note that Alter will not work on Polarized, because of the objective. Then the hurting starts.
My basic strategy is to hold the Cantina and Kessel, and thats all. The drains of 5 a turn will really add up. Even if they play that new effect that limits drains to 1, I can just play Control (if memory serves me, its not immune to control). So, they will be eating 5 a turn from drains. That really adds up quickly, and its not too hard to hold them both. For example, if you have Outrider and the Falcon at Kessel with their respective pilots, thats 3 battle destiny with a massive power advantage. Any combination of Outrider and other Ship is devastating, which is why I have 2 Outriders and Dashes. Maul will hurt if he comes to space, so you just need to get Melas in your hand ASAP. Do NOT deploy him though, unless they have Miyyoom. From my experience, they deploy Maul with his Infiltrator and usually dont cloak because that 1 card in your hand couldnt possibly be Melas Alas, it is. Then they die.
Now to hold the Cantina it is a little bit more difficult. 3 smugglers in it will do the trick usually, but a DVDLOTS with You Are Beaten will really hurt, but thats true with any deck. I usually have 4-5 smugglers in the cantina at all times, with the bulk of them being ability < 3. The reason for this is because of the neat card Blast The Door Kid which stops battles completely or makes them pay... dearly. Another Cantina Helper I have is All My Urchins. This card is good in any deck, but especially in this. They lose 2 force to battle... which is nice. If you get to play Blast The Door, Kid its adding insult to injury.
Avoid trying to spread your troops. Its way too risky. Ive gotten beat down BIG time by getting greedy. Trust me, the 5 a turn will add up quickly. Holding the 2 locations will satisfy Menace Fades, Battle Plan, and the force drains needed to win.
One problem you might see is activation. True, it is a little bit slow in the beginning, but most dark decks nowadays give you enough force to handle yourself well. Also, even with only my starting locations, I activate enough to solidly flip 3rd turn. This means activation at kessel is now +1. Which helps. Since the smugglers are so cheap, its really not a big problem. At least I havent had a problem with it...
Lets explain some card choices
Visored Vision - The BANE of all dark decks. This card devastates almost every single deck. For example, use it to get rid of Vaders Obsessions. Or use it to get rid of All Power To Weapons. Use it against any single card, it will wreck them. Or just play 2 a turn USED version, ping them for 2-6 a turn. Its really nasty. Also, keep in mind you can just play them from your lost pile. Also keep in mind that Polarized flips the used pile and really lets you go at it. This card causes an average of 10 force loss per game, even more in an indirect way (making them lose pivotal cards). Try this, you will always play with them. This card should be errated... but it is definetely one of the best cards right now combined with The Signal start and Polarized after flipping. The pinging doesnt stop for the rest of the game. If they grab it, it doesnt matter. The drains will kill them off anyways. This is just an added bonus.
Controls/TVs - I dont have any more Combo cards. Exchange as you want. Also, the destiny is higher, and grabbers wont hurt if they grab one of the non-combo cards. The destiny is higher enough to warrent the use of non-combo. For example, lets say you draw 2 combo cards of Control. You have a measily destiny 2. However, lets say you draw a control and a tunnel vision. Thats 5, which is enough to break most Vaders immunity, Mauls immunity, Maras immunity, and more. Its the little things that count.
Tatooine Celebration - why do I play this if I only want to hold 1 site? Well, the 1 retrieval a turn helps if you just deploy to the docking bay and move over. Or, if theyre playing really heavy space, just dont play with it. Simple as that. Most games it doesnt hit table, but thats to be expected. If it DOES work, it will come back to haunt them.
Transmission Terminated (non-combo) - Anti-This Is Some Rescue. Most Hunt Down decks play with 2 This Is Some Rescues and 1 or 2 Holonet Transmissions. Therefore, if they have 1 Holonet and 2 This Is Some... in their hand, you play OOC/TT and they cancel with This Is Some... You play it again from lost pile, they cancel with the other one. You play TT, they cancel with Holonet. Next turn, play TT from lost pile and you finally get rid of Visage. Its just better this way.
Houjix & OON - Im paranoid of massive beatdowns with You Are Beaten, so I pack 2 of these. Also, the OON version helps many times, so keep that in mind.
Perimeter Scan - WHAT THE HELL?? Yes, this card is incredible. It has saved my hide on several occasions. Also, you can see if hes bluffing or not, then maximize damage accordingly.
Why no retrieval? I dont really need it. Tatooine Celebration works occasionally, but you really dont need retrieval. Most of your cards will be out of play anyways.
Maul is no longer a big problem, with 4 characters of 4 ability or more, and also with 6 chances to play Tunnel Vision. Maul is mine now -P. '