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Turn 2 Death Star


  • CooMasterCoo and TheNameWasTaken like this


9 Comments

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sdrewthomson
Sep 05 2017 12:26 AM

I like the way your mind works.

    • MaxRebo likes this
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perichoresis31
Sep 07 2017 03:48 PM

I assume then that the DS would play a defensive / hold the force role until the dial clicks up? I have found that the turn after deploying the DS I can't do very much with everything tapped out. Deploy turn 2 and then start striking turn 4? Perhaps the psychological effect will be so traumatic that your opponent instantly resigns. 

I assume then that the DS would play a defensive / hold the force role until the dial clicks up? I have found that the turn after deploying the DS I can't do very much with everything tapped out. Deploy turn 2 and then start striking turn 4? Perhaps the psychological effect will be so traumatic that your opponent instantly resigns. 

 

Getting a concede is probably the way this deck wins. Like I said, I haven't thought much past getting the DS on the table. I tried a modified version of this deck that contains more units and Vast Resoruces is actually a really great card early game. There's some pretty degenerate tempo starts to be had. But yeah; it's a fun deck.

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mindlessphilosopher
Sep 07 2017 09:18 PM

Wow, science indeed!  Consider me blinded.

    • punkeedo likes this
After playing a few games with this, and doing numerous test draws, I don't know why this is really worth any time playing. Getting the Death Star out early, if you can, is cool. And sure, it's "possible". But so many things have to come together I wonder if it's worth aiming for. But since the deck is built to get it out it's lacking in other basic functional areas, in my opinion. I just didn't enjoy it enough to really play it again.
I've tried a couple versions of the deck and my most recent one cuts trandoshans and asteroid pursuit for Djas Purr. Also cut Motti entirely for 2x Chimaera and Golans. The sad reality of the deck is that a death star with the dial at 2 or 3 really isnt that imposing. The deck tends to be at its best when you use all the resources to get off to crazy starts by dropping bodies like Chimaera, Golans, Spiders, and chuds to put the game out of reach early on tempo. Games where I play death star turn 2 are dicey.
Would you update this post with your current build?

Still tinkering a little. Thinking of swapping Djas for Pilot Boba.

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TheNameWasTaken
Sep 13 2017 06:57 AM

Definitely going to try this deck the next time I play.