Speed MWYHL w/ Space CRUNCH v1 1

Title: Speed MWYHL w/ Space CRUNCH v1 1
Author: Justin "Bubba Joe" Beal
Date: Dec 12, 2000 Rating: 4.5


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Cards:

‘Starting (6) Mind What You Have Learned / Save You It Can Dagobah Heading for the Medical Frigate Wise Advise The Way of Things Your Insight Serves You Well

Locations (8) Dagobah Yoda’s Hut Dagobah Training Area Dagobah Swamp Dagobah Bog Clearing Kessel Yavin 4 Sullest Home One War Room

Characters (12) Daughter of Skywalker Yoda Admiral Ackbar First Officer Thanespi Captian Verrick General Calrisian Nein Nunb Ten Numb Tycho Celchu SUPER Wedge Obi-Wan Kenobi Luke Skywalker, Jedi Knight

Starships & Vehicles (7) Home One Red Squadron 1 Green Squadron 3 Defiance Independance Gold Squadron 1 Blue Squadron 5

Greens (6) X-wing Laser Cannons Intruder Missiles x2 Heavy Turbolaser Battery Luke’s Lightsaber Luke’s Backpack

Interupts (10) Balanced Attack Power Pivot Direct Assualt Star Destroyer Rapid Fire x2 Rebel Barrior Gift of the Mentor On the Edge The Signal

Effects (6) Traffic Control Squadron Assignments Launching the Assault Yoda’s Hope Haven Reflection

Jedi Tests (5) A Jedi’s Strength Domain of Evil Great Warrior It is the Future You See Size Matters Not ‘

Strategy: ‘

”# Changes in V1.1 “# I am now training Leia, because of stupid BHBM. I have added some interupts that should help. I have not added Jedi Test 6 because I don’t have a double of it, and I am a collector first and player second, so I won’t play with it, and I don’t think I really want to use it. I changed the systems from Kiffex and Kashyyyk to Kessel and Sullest. This is because that gives me 2 locations for Haven and I can still move between all the systems. Other than that it is pretty much the same. Please review and make it better.

Thanks ”# End Changes “#

OK first let me say that this deck has no ground presence other than Obi and Jedi Luke and they are really for forfit fodder and could be used for a one-turn beatdown. I train Leia to test 5 and don’t really care what I stack because it isn’t important. If I can find and track a 7 by turn 6 or 7 (assuming it takes me this long) then I will go for it, but otherwise it isn’t worth it. The plannets I chose are key. I can move all my ships from one plannet to the next, and each of those locations is useful. If they manage or bother to cancel my bonuses I will only drain for 4 a turn, but otherwise it could be 8. I can use JT 4 to set up anything I want every turn, especially if I stack a 7. But again stacking a high destiny is not necessary. I can pull all but 2 of the 1s and then my average destiny is fairly good. Pretty much the only reason to train to 5 is to flip and retrieve, otherwise I don’t care about that test.

Huntdown is not really big here so I could put in a Transmition Terminated but am not sure about it. I am at a loss as to other interupts/characters to use so I am very open to suggestions. I haven’t played this deck before, but I am thinking that you will pretty much do the same thing every time Train, Flip, Beat people down.

Thanks in advance for your inputs.

Bubba Joe ‘