The Five Senses
Title: The Five Senses
Author: Legolas "Legolas_" Greenleaf
Date: Feb 5, 2002
Rating: 4.5
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Cards:
‘Starting10
LTMTFM/ALWWHOR
Naboo TPGC
Naboo TPG
Deep Hatred
FIMA
(Ten shields, whatever turns you on)
SYE
Tatooine Podrace Arena
Sebulbas Podracer
Boonta Eve Podrace
Wattos Box
Locations2
Blockade Flagship Bridge
Imp. Holotable
Characters14
Lord Maul x4
Emperor Palpy x4
EPP Vader x2
Broken Fett (R3)
Tech Mor x2
Janus
Weapons2
Darth Mauls 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
Vaders 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 TRs 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, Its Whats For Dinner v2.0 which if you havent checkd 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 7s in the deck, which is bad for sensing, but that makes it easier to win the race and lets 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 Mor, insert, fry Janus if hes on table, and then make the Future uncertain til it pops. Usually good for at least 7. You should also be combating at this point.
Late Game if theyve got this far, use Vader/Fett to mutilate them where theyre 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. Heres the layout of stuff that starts in your deck
Os 2=0
1s 8=8
2s 6=12
3s 10=30
4s 1=4
5s 11=55
6s 9=54
7s 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 hes 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 Mor Numbers bait. High destiny
No space? Its 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, theyre helping you.
You play the same against every deck and theres nothing really difficult to deal with. Just play smart, and stop whatever theyre trying to pull. Hope you enjoyed it,
Legolas Legolas_ Greenleaf
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