|
Hurray For Orray
Dark Side creature decks get a few new superstars The Krayt Dragon has held the title of best creature unit in the game for some time now, but if you don't want to go with such a big behemoth, there are 3 great new creatures from Jedi Guardians that are dangerous in their own right. They are Kouhun, Orray, and Scurrier. This deck utilizes an army of small creatures in order to take advantage of the Orray's ability to draw a card every time a new creature is built.
The Ground arena is where most of the deck's utility originates. The priority build of the arena is the Orray, especially during setup. With a couple of these in play, card superiority will soon be yours and you don't even need to leave them in the arena to get the extra draws. Its stats are reasonable and it can fight, but keeping Orray alive is also a priority. It'll have a bit more punch if you can deploy some Geonosian Picadors. This one will need to stay in the arena in order for it to grant creatures a +1 power bonus, so it needs something that can survive a while and fight well. The Mounted Stormtrooper is a slow creature unit and even though I'm not running any Stormtroopers to take advantage of its special ability, it's still an efficient unit with a great power and health for the cost. It'll be one of the last units to attack, but it has enough health that it should survive long enough to attack. Finally, for some extra utility, Tatooine Hangar is a healthy unit that can survive and help the Space arena units to come out for less build. A real creature deck doesn't put too much emphasis in Space, as there aren't any creatures there. Space units are the lowest priority builds for the deck, but the deck can make a showing there, especially if there are a couple of Hangars in play. When a comeback is attempted, the best way to do it is with speed; so all the Space units this deck packs have a 60 speed. The best unit is the Trade Federation Droid Bomber with its Bombard 2. Even if there's no chance to win the arena, these guys are fast enough to get in a Bombard attack before being taken out. The best survivor of the bunch is the Geonosian Defense Fighter with its great 2 power and 3 health. With 2 Hangars in play, the TIE Fighter DS-3-12 is free to deploy. It won't survive, but can still get in a nice 2 die attack.
Down in Flames is one card that you might not need, but if the Light Side is playing Speeders like the Rebel Armored Freerunner, this Battle card is a life saver. The Freerunner can make mincemeat of the small units in the Ground arena, so taking it out before it can attack is the only hope the deck has against it. The deck also needs help to win the Character arena and one of the best cards for that is Knockdown. The Kouhun and Scurrier are slow and will need the help after Motti gets taken out. For protection in any arena, Tyranus's Gift can reduce the power of any unit enough to help even the smallest of your units survive an attack. Here's what the deck looks like all put together…
Strategy Advice After seeing your opening hand, you'll want to mulligan pretty much all your Battle and Mission cards. The units are so small that you'll probably end up deploying 10 of them by the end of setup and you could run out of units if you aren't careful. There's no standard opening for the deck, but here are some things to consider:
If the game gets prolonged any amount of time and you need to refocus, take a turn to partially build several units (to get them out of your hand) and then play Plot the Succession to refill your hand. This deck is very dangerous with a bunch of cards in hand, so if you don't get the Orray engine going, don't be afraid to Plot even when you might lose a couple of decent cards. | ||||||||||||||||||||||||
©1995-2007 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057. | ||||||||||||||||||||||||