New-Age Old-School BHBM

Title: New-Age Old-School BHBM
Author: Spencer "s_ skywalker" Ball
Date: Mar 14, 2002 Rating: 4.5


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Cards:

‘Starting

Bring Him Before Me/He is Before Me

Death Star 2 Throne Room

Prepared Defences

Imperial Arrest Order & Secret Plans

Conduct Your Search

You Cannot Hide Forever & Mobilization Points

Insignificant Rebellion

Your Destiny

Fear Is My Ally (10 shields of your choice – based on Meta)

Locations

Death Star 2 Docking Bay

Endor Landing Platform (Docking Bay)

Endor Back Door

Carida

Characters

Emperor Palpatine x2

Darth Vader, DLOTS

Darth Vader x2

Darth Maul, Young Apprentice

Darth Maul x2

Mara Jade x2

Janus Greejatus x3

Dr. Evanzan & Ponda Baba

IG-88 w/ Riot Gun

Weapons

Vader’s Lightsaber

Maul’s Double-Bladed Lightsaber

Mara Jade’s Lightsaber

Starships & Vehicles

Zuckuss in Mist Hunter

Boba Fett in Slave 1

Bossk in Hound’s Tooth

Dengar in Punishing One

Blizzard 4

Effects

Search & Destroy

Lateral Damage

The Phantom Menace

Security Precautions

Interrupts

I Have You Now

Sense & Uncertain is the Future

Sense x2

Alter x2

Scanning Crew x3

Weapon Levitation

Projective Telepathy

Force Field

I’d Just As Soon Kiss a Wookie x3

Force Lightning

Evader & Monnok

Maul Strikes

You Are Beaten

Overload

Strategy: ‘

^^^^^^EDIT #1^^^^^^

  • take out scanning crew x3

  • put in - Sniper & Dark Strike

       - Defensive Fire & Hutt Smooch x2
    

Do to my stupidity, i did not see that it says on the BHBM objective that you cannot play scanning crew. my bad. anyway, these new changes are good. the defensive fire combo x2 maintains the taking cards out of the opponents hand, though i dont get to see it. Still, i get to take any card. And sniper/dark strike adds a little punch to the power of taking hit characters out of battle if say the good doctor is not out.

I may try a little something using more dr. evanzan combos, w/ the new virtual cards allowing me to get out my sabers so that i will just go around hacking people with sabers and operating. if i do this expect a new post. thanks.

^^^^^^end EDIT #1^^^^^^

———-In-Response to some Reviews———-

217

I activate a sufficient amount of force. 2 from the throne room, 1 from ds2 docking bay, 2 from carida, 2 from back door, and 1 from endor docking bay, 1 for myself and 1 from palpy which comes to a grand total of 10. Believe me when i say this is enough. And i am activating this from turn 2 or 3 of every game since i pull out all my activation early.

Dengar 69

You say it needs something to make it different from other BHBM decks???

  • Maybe you never read the strategy section buddy. Scanning Crew, sense and alter, i’d just as soon kiss a wookie, getting around shields. i am sorry but i have yet to see a BHBM deck which does this.

———-End in-response to Reviews———-

This is my New-Age Old-School BHBM Deck. It deals a signifigant amount of damage early on leaving your opponent wounded for the rest of the game. It takes the old-school style of BHBM and adds a little manipulation to get around shields that were the only thing stopping this deck from being a regular in today;s SWCCG environment.

This deck starts with the regular bhbm stuff, along with Imperial Arrest Order & Secret Plans, Conduct Your Search and You Cannot Hide Forever & Mobilization Points. Before you activate grab Carida w/ mobilization points (if its not suspeneded; note unless your opponent is using the actual effect and not the shield you can still pull Carida because they do not have an action before you activate, thus they cannot deploy a shield), also grab Endor Back Door w/ Conduct your search.

Get empy and janus down to back door first turn. (note empy comes out of the reserve deck using the objective. And you will more times than not draw janus in your opening hand since there are 3). Pull out force lightning, and draw any left over.

With Empy and Janus at the Back Door you can drain for 3 most of the early game untouched. This is crucial as you are doing some good damage early while you set up your hand for beatdowns etc.

Get vader down to the endor docking bay as soon as you can. second turn is very common. Pull out search & destroy from reserve deck, throwing You Cannot Hide Forever & Mobilization Points into lost to do so. This will put the heat on your opponent to deploy. If your opponent already has guys on the ground no-problem, deploy search and destroy anyway, and get ready to send some guys to get rid of them.

The turn after you get vader down, the opponent will most likely deploy luke down, this is where you I;d just as soon kiss a wookie luke right back to their hand. Next turn they lose 3 from your destiny, you drain for 4 or 5 depending on whether vader has his saber on him or not. And they lose some additional force whether they have guys down or not from search and destroy. This is a minimum 7 force loss for the opponent second turn (which is huge.) This force loss could even reach up to 10 a turn (on the second turn.) note there are 3 I;d just as soon kiss a wookie;s in this deck, which are easy to get out drawing and using janus, so your opponent must lose 3 to your destiny from turn 2-4…. which is 9 force loss.

This will force your opponent to react quickly, leaving him open to poor decisions based on necessity for the opponent to stop all this damage. This leads me to the next area of the deck; manipulation. The key manipulation in this deck is sense & alters, as well as, scanning crew. Sense and alter shut down the opponents interrupts and effects. While, scanning crew takes valuable mains out of the opponents hands which (s)he needs to stop all the damage. The only problem w/ these 2 manipulative cards is that there are defensive shields to stop them. However, the opponent can only play 2 defensive shields. If you save these cards for the first few turns of the game you can get around this. Now almost any player will use battle plan to slow your drains, and ultimatum to get rid of your drain of 3 at the back door. They will also use the don;t do that again shield to stop mobilization points (note this will leave you without the pulling of search and destroy, but you can still draw for it or janus for it.) this will successfully leave your opponent with now free shields. Allowing you to use your two forms of manipulation (and old-school) with ease.

With the damage and manipulation and the cards it takes to pull it off. Your opponent will not be left with much. But in terms of cards either to get rid of that are fulfilling search and destroy, or cards that they have sent to attack your damage causers you have a great deal of support

Darth Maul, Young Apprentice

Darth Maul x2

Mara Jade x2

Dr. Evanzan & Ponda Baba

IG-88 w/ Riot Gun

Blizzard 4

Everyone knows how to use these cards. If you can, Just get mauls saber out send him down w/ the good doctor hit 2 guys and operate them both. Mara jade x2 and ig-88 can also clean up the mess. While blizzard 4 can fight as well, but it is mainly in to get out vader for free. support cards include

Maul Strikes

I Have You Now

You Are Beaten

Overload

Force field

Sense and Alter

In terms of space, you;ve got

Zuckuss in Mist Hunter

Boba Fett in Slave 1

Bossk in Hound;s Tooth

Dengar in Punishing One

W/ Support cards of Lateral damage, sense and alter and overload.

If your opponent if playing pure space then send maul to space as well (on Zuckuss in mist hunter.)

Card Explanations

Security Precautions - hidden base is a tough matchup, w/ this card it is no longer.

Weapon Levitation - gets out your sabers

Projective Telepathy - battle protection

Force Field - protects your sith.

You Are Beaten - take important characters out of battles

Overload - gets rid of pesky x-wing laser cannons

Matchups

WYS - moderate matchup. The key is using your space well. The damage will heart them bad. Maul recks WYS. Zuckuss in mist hunter is key as well. The most powerful character is WYS is Luke and your are stealing him.

QMC - pretty tough. The damage will hurt them bad early, as they try to set up. Hopefully they will lose some of their key retrieval early on. Sense and alter owns, since they depend on path of least resistance and dodge.

Lightsaber Combat - tough matchup. But winnable when played properly. Make sure to get the damage going A.S.A.P. Vader wont be able to drain, but at least he still deals your destiny damage. If LSC is popular in your area, you might wanna think about playing a different deck.

Profit - put mara and the good doctor in the chamber to start. Begin doing your damage and reinforce the chamber w/ maul and the rest of the crew. Except leaving vader and empy and janus doing there thing on endor. He wont know whether to attempt free han or to stop the damage. And what to do with luke hahahhahahaha. I love bhbm.

Senate - well this will be interesting, just play as the strategy says. Should be easy, unless they have a really wacked version of senate.

EBO - damage fast = win. They need a lot of stuff to get set up. All your damage will cause them to lose some of this key stuff causing you to laugh when they cannot set up ebo. And if they do set up. Sense and alter owns their space since 90% of ebo decks play x-wings that run away in space. But how are u gonna run away from my ships when I play sense???? That is what I thought, you wont be running anywhere except to the lost pile.

RST - hahah. BHBM owns RST. I have never won by less then 30 against this deck. Bhbm was just made to beat it. All your damage plus pressure on the bunker will cause for a quick game, one with out any blowing of any bunkers. Did I mention that you do all your damage on endor?? Could that mean that if help be needed you could just move over vader etc???. yes that is what it means.

That is about it. I hope that my strategy section successfully teaches you the power of this deck. Constructive reviews are appreciated. Please don;t review negatively if you are unable to back up your judgement. If anyone has any ideas about how to use any of the new virtual cards in this deck that would be appreciated as well.

Long Live SWCCG.

This is Ball signing out….