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Turn 2 Death Star
Submitted by
kiramode
, Sep 03 2017 07:54 PM | Last updated Sep 13 2017 06:57 AM
CooMasterCoo and TheNameWasTaken like this
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Get the Death Star turn 2, celebrate science.
Objective ()
Order by: NameTypeCostObjective
Total Cards: 0
Do everything possible to get the Death Star on the table turn 2 and then go nuts. I haven't really thought much past that tbh. Here's how you go about getting this thing on the table:
Start off with all 2 resource objectives. This will give you 8 resources to start the game. So you only need 4 more to get the Death Star. Vast Resources allows the Death Star to be only 11. You can also combo a Vast Resources with a resource that costs no tempo to give an effect 2 cost discount. So a typical setup could look like this:
Turn 1 play cards that generate 2 resources(Control Room, Motti, or two chuds). Turn 2 play Vast Resources to reduce next resource by 1 and play it. Vast resources to reduce Death Star by 1 and then pay 11 to get that on the table. This also works if you are able to get 3 resources on the table turn 1 and only have 1 Vast Resources turn 2.
With this deck you can actually get the Death Star on the table turn 1! Here's what that would look like:
Objectives need to be Asteroid Pursuit with two other 2 resource objectives to have 9 resources to start the game. Opening hand must contain a Death Star, 3x Vast Resources, and 2x resources(1/1 chuds). Use 2 Vast Resources to get the two resources on the table without having to focus your objectives or affiliation. Then use the 3rd Vast Resources to get the Death Star. You can do this same combo with the Chimaera Resource in place of the 3rd Vast Resources. You can also sub in a Control Room in place of one of the chuds provided that the one chud you keep is the motti chud. That way you can use the Motti Chud to play the Control Room. So a couple different days to get it done. That would be the stone cold nuts if it can be pulled off.
The Reason Motti is here as 2x over Chimaera is that Motti gives the deck a plan B should the Death Star be nowhere to be found. Orbital Bombardments is great if you can pay for it. This deck can do so. Doole and Bossk are here because I need 2 resource objectives and I need neutral units.
Knowing when to double tap stuff is very important. Good rule of thumb: if you have a 5% chance or better at playing the Death Star, should you top deck it, then don't double tap anything. If there's no chance then go nuts double tapping everything. Last thing you want with a deck like this is to draw into the Death Star and not be able to play it. Just have to know when there's no chance you can play the death star the following turn.
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.
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.
9 Comments
I like the way your mind works.
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.
Wow, science indeed! Consider me blinded.
Still tinkering a little. Thinking of swapping Djas for Pilot Boba.
Definitely going to try this deck the next time I play.