Deck ID: 21176
Author: Legolas "Legolas_" Greenleaf
Title: The Five Senses
Side: Light
Date Published: 2002-02-05
Description:
Uses all your abilitys to hammer the opponent. Almost a dark version of Bard Reinhold’s FreedomCon deck. (You dah man)
Rating:
4.5
Cards:
'Starting10
LTMTFM/ALWWHOR
Naboo TPGC
Naboo TPG
Deep Hatred
FIMA
(Ten shields, whatever turns you on)
SYE
Tatooine Podrace Arena
SebulbaÂ’s Podracer
Boonta Eve Podrace
WattoÂ’s Box
Locations2
Blockade Flagship Bridge
Imp. Holotable
Characters14
Lord Maul x4
Emperor Palpy x4
EPP Vader x2
Broken Fett (R3)
Tech MÂ’or x2
Janus
Weapons2
Darth MaulÂ’s Double-Bladed Lightsaber x2
Effects7
3720 to 1 x2
The Phantom Menace x2
Visage of the Emperor x2
S & D
Interrupts25
Force Lightning x2
Podracer Collision x4
Masterful Move/EO
Masterful Move x2
Stunning Leader x3
WMAOP x2
Sense/Uncertain is the Future x5
Maul Strikes x2
Alter
VaderÂ’s Obsession
Holonet Transmission x2 '
Strategy: '
Editor’s Note #1 Yes, I expect them to use shields. The whole point is that they run out of shields and can’t stop what else I’m doing. Please read the strategy before rating
This deck uses the 5 senses and a host of other cards to decimate your opponent. BTW, you should label over each of the Sense in the title of the combo(in sleeves, of course). One with Sound, one with Taste, one with Touch, one with Sight, and one with Smell. Always gets a laugh plus it looks cool in TR’s when you say “Man, hearing was rocking today. He sensed 3 cards” Heh heh
Props to Brad Reinholds because I got the main idea for this deck from his deck, “Defensive Shield, It’s What’s For Dinner v2.0” which if you haven’t check’d it out before, than I suggest you do.
Okay, this decks premise is to get the opponent to play shields and then cause damage. Lots and Lots of damage You start Podracing which is a good card swing and will lure out at least one shield, if not two or three. The light shield needs to keep it close to be as effective, so I play four collisions to remove their destiny. You then have Numbers, S&D, and drains and others to prevent problems. You play a lot of SAC, so you can counter most any annoying interrupt and Alter those nasty Projections or Honor. I know you have four 7Â’s in the deck, which is bad for sensing, but that makes it easier to win the race and letÂ’s you always win combat because you can pull them. I usually pull them early game, and then keep track of them to prevent messed up senses.
Early Game Get Lord Maul with stick to the Core, and Palpy with Janus to the Generator. Win the race and start draining. If they come early, Maul sends two people per battle to the used pile. Against Palpy, Stunning Leader and then Force Lightning is evil. You have 2 Holonet Transmission to get Janus.
Mid game You should be causing at least 4 damage a turn due to various things. Drop Tech MÂ’or, insert, fry Janus if heÂ’s on table, and then make the Future uncertain tilÂ’ it pops. Usually good for at least 7. You should also be combating at this point.
Late Game if theyÂ’ve got this far, use Vader/Fett to mutilate them where theyÂ’re weak. Continue draining/combating. Try to pull of an Obsession for extra retrievel.
Tech
High Destiny High destiny is always tech. This deck has a great destiny average. HereÂ’s the layout of stuff that starts in your deck
OÂ’s 2=0
1Â’s 8=8
2Â’s 6=12
3Â’s 10=30
4Â’s 1=4
5Â’s 11=55
6Â’s 9=54
7Â’s 4=28
Total 51 cards, 191destiny total=3.75 approx. average.
Holonet Transmission between this and 5 senses, your opponent will never cancel the Holotable. Also Pulls Janus or Vader from the Used which is great if you just retrieved one of them
Broken Fett Him plus vader equals three Destiny and a Forfiet zero Character. Not bad at all
Force Lightning awesome when combined with stunning leader. Stop the battle, fry a character, then combat next turn.
Sense cancels all kinds of nasty interrupts. The combo is great for popping inserts. Tight card
Palpy heÂ’s awesome in this deck Combats, pulls and uses lightning, sense almost without fear, all around awesome card.
EPP Vader messes up your numbers if left on table, so he just goes on beat down trips. Can combat, if necessary.
Lord Maul Gotta love extra force loss Really important so four copies.
Tech MÂ’or Numbers bait. High destiny
No space? ItÂ’s not worth it. Playing Zuckuss would require multiple back up cards and Lateral damage and stuff. You have enough to pay for drains as is. S&D kills decks with space anyway. Besides, no one plays the regular battle plan or combo, only the shield. That means if they play it, theyÂ’re helping you.
You play the same against every deck and thereÂ’s nothing really difficult to deal with. Just play smart, and stop whatever theyÂ’re trying to pull. Hope you enjoyed it,
Legolas Â’Legolas_Â’ Greenleaf
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