Deck ID: 19133
Author: Eric "Omega Red" Xavier
Title: Type II Maul and Space deck
Side: Dark
Date Published: 2001-09-27
Description:
This deck uses space to easily win the drain race, I’ve yet to meet a Light deck in the E1 enviroment that uses more than 2 starships.
Rating:
4.5
Cards:
'Starting (6)
Desert Landing Site
Start Your Engines
Podrace Arena
Sebulba’s Podracer
Boonta Eve Podrace
I Will Find them Quickly Master
Other (1)
If The Trace Was Correct
Characters (12)
Darth Maul x2
Darth Maul, YA x3
Keeder the Black
P-59 x2
Sith Probe Droid x3
Tusken Raider
Starships (8)
Trade Federation Battle Ship x6
Droid Starfighter x2
Weapons/Devices (4)
Mauls Saber x2
Laser Cannon Battery x2
Locations (5)
Blockade Flagship Bridge
Coruscant
Malastar
Naboo
Tatooine
Effects (4)
Allegations of Coruption
Drop
The Phantom Menace
Watto’s Box
Interupts (20)
Alter x3
Sense x2
Control x2
Maul Strikes x3
Nemoidian Advisor x2
Podracer Collision x3
Hit Racer x2
We Must Accelerate Our Plans x3 '
Strategy: '
-Edit-
About the activation, this deck generates 14 force on it’s own, and all of the locations are pullable. Add in the fact that most light decks will give you a few icons from their starting stuff and/or other locations, and activation isn’t a problem. As for the doubles, yeah, that’s a problem. The idea, however, is to start getting the ships out of my hand asap, so I deploy as soon as I get a system down. Remember that the interupt cost 5 to use, so most players don’t use it in the early game. And if all else fails I can get some of my doubles back with Sith Probe Droids and/or the race.
-End Edit-
Okay, Its for the E1 enviroment only, thats why there are no Vaders or Palpatines.
As I said above, Ive yet to see any sort of light space decks, so setting up a drain of 5 a turn in space alone is pretty easy.
Malastare lets me wait until Ive got the race won to deploy Wattos Box, which is nice. Ive yet to have problems with the race, the interupts, SAC, Raider, Probe Droids to get back key cards and the good avg destiny has been enough.
The Battleships are great, they draw a destiny with any starfighter, all the Light side ships are starfighters, so all I need is one at a system to get a destiny draw. Its easy to take out the QRS and/or the Rad VII with the guns, which deploy for free and as a react.
Vs Hyperdrive Maul is immune to attrition, and he deploys for free, so getting him over to the Junkyard early is easy, esp. with 5 of him, between 2 of his sticks and 3 Maul strikes, getting his stick is simple too. So now all theyve got to do at the junkyard is oust Maul and his stick, if they have Qui Gon there Im adding destinies too.
Vs Senate There are different types of Senatate decks, but I dont think theyre all that strong. If theyre using Naboo, send Maul there and kill off their people, if theyre using the space/site control deck, that could be harder but overpowering them in space isnt that hard as dark just has more Raw power in space.
Vs Jedi Council deck Dont see them, but Id imagine that TPM + Maul + Maul Strikes is golden. '