EBO Beatdown v 1 0

Title: EBO Beatdown v 1 0
Author: Evan "EvO" Walker
Date: Mar 8, 2001 Rating: 3.5


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Cards:

‘Locations(10)

Hoth Main Power Generators (SL)

Hoth North Ridge (SL)

Hoth Echo Command Center

Hoth Echo Docking Bay

Hoth Echo Corridor

Home One War Room

Home One Docking Bay

Hoth

Sullust

Endor

Characters(23)

Luke With Lightsaber x2

Luke Skywalker, Jedi Knight

Leia With Blaster Rifle x2

General Solo

Han With Heavy Blaster Pistol

Chewbacca of Kashyyyk

General Calrissian

Nien Numb

Wedge Antilles, Red Squadron Leader x2

Admiral Ackbar

First Officer Thaneespi

Major Haash’n

General Madine

Sergeant Bruckman

Lieutenant Blount

Biggs Darklighter

Elyhek Rue

Kal’Falnl C’ndros

Talz x2

Starships/Vehicles(11)

Home One

Gold Squadron 1

Red Squadron 1

Liberty

Independence

Artoo In Red 5

Red 7

Tantive IV

Spiral

Rogue 1

Rogue 2

Admiral’s Orders(1)

Combined Fleet Action

Effects (14)

A New Secret Base

Your Insight Serves You Well x4

Echo Base Operations

Strike Planning

Squadron Assignments

Insurrection

Launching The Assault

Honor Of The Jedi

Menace Fades

Legendary Starfighter

Haven

Interrupts(1)

The Signal ‘

Strategy: ‘

strategy crap i’m kinda hung over so this probably won’t make sense….

Against Decree, you do what any deck needs to be able to do to win, battle. To keep Menace Fades set up, you battle. I get a lot of ”what if you lose control of the table?” questions when I talk about Menace Fades. What happens? The same thing that happens if you lose control of the table with any deck against any competent opponent. You lose the game. In a game of tug-of-war, don’t count on the other guy to hand you back any slack you give him.

With 23 characters, 2 destiny-canceling combos, a couple speeders for weapon protection, and Combined Fleet Action to cut the opponent down to one flip, which you then cancel, this deck is far from helpless on the ground. In space, it isn’t a swarm, but it puts immense power together and runs anything short of an all-out dedicated DS space deck into the ground. In such a space-on-space game, the better player will win.

”You need interrupts” - Why? The deck works without them, without wasting card slots on SAC protection. Is this an arbitrary rule? Every deck needs interrupts, just like every airplane needed a propeller, or every telephone needed a cord?

”Your average destiny sucks” - For a power deck, it is not bad. Pull the lowest destiny cards from the deck, then extra flips, a bit of tracking (of previously drawn battle/weapon destiny), and destiny canceling will give you the edge.

”Your Insights sucks, use The Signal” - Is this another arbitrary rule? Using YISYW over The Signal saves you 3 force, that alone should get any good player’s attention. It is immune to Alter, The Signal is easily canceled if it isn’t backed up with SAC protection, which messes up card efficiency. YISYW is the better of the two for this deck, NO contest.

”You’ll lose to TIEs or Scum” - I’ve gone up against each. Extra flips, destiny cancelers, and power allowed me to beat the TIE decks. Menace Fades and mains slow the Scum deck down while he runs out of reps to cancel drains, then he’s being hit for 8-12 force a turn in space. I’ll throw in Strikeforce if I run into more of these, however.

”Hunt Down or Bring Him would ___ you” - Been up against these, too. No match against a soild deck is an easy one, but this deck handles them well by getting established in space, shutting down drain modifiers, and waiting for an opening to strike. Combined Fleet Action helps a lot, since the Hunt and BHBM decks I’ve seen typically go to Endor if they are using any non-DB sites. Cuts him down to one flip, General Solo & Chewie or Wedge and a Red/Rogue cancel it from inside a speeder.

None of the cards in this deck can be canceled by Sense or Alter. Only the Spiral’s ’react’ text is affected. Speeders are for protection from weapons, but aren’t crucial enough to warrant inclusion of Echo Base Garrison, which I couldn’t protect from Alter anyway.

SAC protection is inefficient and paying 3 force only to have your interrupt canceled is a good way to lose. So The Signal would be worse than useless in this deck except in its starting capacity. How do the effects come out? Your Insight Serves You Well is like The Signal, but free instead of costing 3 force, and it can’t be canceled.

Saving 3 force is huge, it means three more cards you’ll draw, and means you won’t be throwing away all your turn 1 force generation to grab an effect. With four copies of Your Insight Serves You Well, I haven’t had any trouble getting my effects out. Haven, Strike Planning, and deployment text on some of my ships influenced choice of systems.

Get Strike Planning early and use it to get Madine, use him to get Bruckman, and set up the third Echo site with a Talz or Kal’Fal. Not too expensive, and Madine will come in handy later, getting Blount to cancel Visage or let you beat up Miyoom in her hiding spot. Also can get Chewbacca of Kashyyyk, who forms a destiny-canceling combo on the ground or in space with General Solo.

Once EBO is set up, taking over space is dirt simple. Gold Squadron 1 with General Cal and Nien Numb? Use 2 force, please. That’s cheap. Home One can be deployed without occupying its War Room, but that site helps a lot, making it cheaper than a deformed fortune cookie. The -1 to your deploy in space gets your pilots down for 1 force, or even for free, and if you get Haven, they cost you nothing.

Honor stops drains at Home One War Room and at sites under the shield, and may catch some opponents who have swapped out No Escape, shutting off the damage from Visage. Menace Fades kills force drain modifiers, and can be set up easily. Combined Fleet Action, which Ackbar can grab, will download combat vehicles for you, and limit the opponent’s battle destiny draws to one per battle at related sites. That’s particularly gross since Wedge along with any pilot on a Rogue speeder (who becomes a Rogue pilot at that point - confirmed on listserv) basically locks out the opponent.

Your two battle destiny canceling combos, Han and Chewie and Wedge and a Red/Rogue pilot, should go wherever you’re meeting with the most resistance, where they will be monstrous combined with destiny adders. Red 7 and Elyhek add a destiny to total power and have immunity, plus the ship is a destiny of 4, not bad at all.

EBO gives you a force drain +2 at systems, and Launching The Assault, along with fetching Home One from the deck, can add +1 on top of this. You can potentially force drain for 4 at Endor while the opponent doesn’t even generate force there because of Strike Planning

Talz is just a cheap character with good forfeit and decent destiny. Also kind of handy as a passenger in a speeder while an EPP main blasts away at the opponent’s characters outside. He can forfeit in their place.

Legendary Starfighter might come up, it might not. Isn’t worth wasting a spare Signal on. If it works, the opponent loses 2 force a turn. Ouch. And last but not least, the absence of Obi-Wan can be summed up easily. Dueling, and not a pilot. Maybe if I had more room, but even then I can think of better ways to use the space.