Ninja-MWYHL

Title: Ninja-MWYHL
Author: Ryan "nameless" Bank
Date: Apr 27, 2001 Rating: 4.0


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Cards:

‘Mind What You Have Learned/Save You It Can

Dagobah

Heading for the Medical Frigate

The Way of Things

Wise Advice

Draw Their Fire

Jedi Tests (5)

   A Jedi’s Strength 

   Domain Of Evil 

   Great Warrior 

   It Is The Future You See 

   Size Matters Not 

Starships (7)

 2 Artoo-Detoo In Red 5 

 2 Gold Leader In Gold 1 

   Gold Squadron 1 

 2 Red Leader In Red 1 

Characters (13)

   Chewbacca, Protector 

   Corran Horn 

 2 Daughter Of Skywalker 

   General Calrissian 

 2 Han With Heavy Blaster Pistol 

 2 Luke With Lightsaber 

 2 Obi-Wan With Lightsaber 

   Tawss Khaa 

   Yoda 

Weapons (1)

   X-wing Laser Cannon 

Devices (3)

   Bionic Hand 

   Electrobinoculars 

   Mercenary Armor 

Effects (13)

   Aim High 

   Battle Plan 

   Disarmed 

   2 Frozen Assets 

   Honor Of The Jedi 

   Ounee Ta 

   Reflection 

   Traffic Control 

   Yoda’s Hope 

Interrupts (11)

 2 Fallen Portal 

   Heading For The Medical Frigate 

 3 On The Edge 

 2 Out Of Commission & Transmission Terminated 

   Run Luke, Run 

 2 The Signal 

Unknown Type

   Cloud City Lower Corridor 

   Dagobah Bog Clearing 

   Dagobah Jungle 

   Dagobah Training Area 

   Dagobah Yoda’s Hut  '

Strategy: ‘

This deck uses a lot of retrieval to outlast the opponent, while providing small but indefensible force losses each turn through Draw Their Fire and EPPs who deploy then get forfeit after killing two or more characters.

Getting a stacked 7 on Test 5 is crucial, so take an extra turn to get it setup. The best way in my experience is to isolate one of the 7’s at the bottom, then activate everything else. That way, if the opponent shuffles your deck, then the 7 is still there.

During the first six to eight turns, not much is gonna happen. They’ll drain you, you’ll lose force and train DOS. Big problems for this are direct damage, namely Court, Search and Destroy and Visage. Hunt Down overall is a horrible thing for this deck, so there are a lot of anti-HD cards included. It’s okay to take early force damage, since you’ll be retrieving 10 force once you flip. NEVER deploy any characters before you flip, even they drop a CHYBC on you (usually). If they do, you’re in a little trouble, and probably have to go without retrieval when you flip. I’ll repeat one of the basic tenets of the deck though. Get a 7 on Test 5, or you won’t win. Take extra time testing if it means you are guaranteed the 7. OTE will get you back all the force you lose if the flip doesn’t. The deck operates on the premise that you can cause a lot of attrition with EPPs, then forfeit them so they don’t get battled back. Mercenary Armor is essential for this, since Imperial Barrier hurts a lot.

TIEs and Big Blue are bad matchups for the deck. ZiMH and Executor (which are in a lot of DS decks) are also bad news. The good news is that with the large amount of time you give them early on, they’ll very likely overdeploy, and will probably be waiting for you to bring the ruckuss somewhere. Test 2 hurts ZiMH a lot, as does X-Wing Laser Cannon. Either use Gold Squadron 1 with 7 ability, or Red Leader with an X-Wing Cannon to take down Zuckuss. For Executor, it’s trickier. If Guri’s on it, it’s impossible to take down. To beat that, you’ll have to just keep retrieving what it drains away, and do your drains on the ground. Otherwise, try to get EPP Han on the Falcon with either Luke or Chewie. 14 attrition later (from two 7 draws), Executor drops dead. To beat TIEs, you need to use the X-Wing Cannon a lot, along with Aim High.

The deck is strongest against aliens. Court, MKOS and Black Sun all use a lot of aliens, and aliens have low forfeit. With a little luck, a lone Luke will retrieve you one force, make them lose one, and kill 4 guys. Even with Secret Plans out, you have enough force to retrieve and deploy at the same time. ‘