Laying Down On The Job
The true beauty of Intercept and A Moment's Rest
For the past two weeks you've seen decks in this column that utilize the new Intercept ability purely as a way to keep wimpy units alive. This week let's design a deck purely around the Intercept ability. I've got a bulletproof idea for this one.
One of my favorite things to do when a new cardset comes out is to re-examine cards from previous sets and see if any new combos spring to mind. So after examining all the new cards in A New Hope I dutifully went and looked over the old ones and came across the perfect card to combo with Intercept: A Moment's Rest. This Attack of the Clones rare makes one unit invulnerable for the turn. Previously, it was little more than a way to ensure you didn't lose the arena for the turn. All the other units in the arena were still as vulnerable as ever. Whenever I played the card in one of my older decks, I always retreated the other units so they couldn't be harmed, but that was a losing proposition as I only got to roll one unit's worth of attack dice. If only that super-unit could jump in the way of all the attacks in that arena for the turn. Intercept is the ability this Mission has been waiting for! No longer will I need to retreat in my moment of triumph. Now the rest of my units can stand tall and proud… well… perhaps they can just cower behind the Interceptor and let it absorb all the blows.
In building this deck we'll need a lot of units with Intercept and a lot of Force to pay for it. We'll also need to augment our build points, as this deck needs a lot of Mission cards to work.
Here are some of the other key cards for the deck:Obi-Wan Kenobi (F)
Obi-Wan Kenobi (G)
X-wing Red Three
Y-wing Gold Squadron
Fortunately, the Light Side has a lot of units with Intercept. I'll put a lot of these units in the deck to make sure I'll always have one when I need it.
This will help power the Intercept engine. Obi-Wan's Intercept only costs one Force, but all of the others cost two. There's no sense in Resting an Interceptor if I can't use the ability enough times to cover all the attacks my opponent will make.
And here's what the deck looks like all put together:
Mission: (15)4 A Moment's Rest
4 Obi-Wan's Task
2 Regroup on Yavin
3 Seek the Council's Wisdom
3 Wedding of Destiny
2 Slumming on Coruscant
Character: (12)1 Obi-Wan Kenobi (F)
1 Obi-Wan Kenobi (G)
4 Rebel Trooper
1 Kit Fisto (A)
1 Anakin Skywalker (C)
1 Shaak Ti (A)
1 Luke Skywalker (C)
1 Anakin Skywalker (F)
1 Jocasta Nu (A)
Ground: (12)4 Rebel Squad
2 Tatooine Speeder
2 Mobile Assault Cannon
2 Elite Jedi Squad
2 Planetary Defense Turret
The other great thing about Intercept is that I can put high Power, low Health units in the deck and not worry about them dying in the first round of combat. Hence, the Planetary Defense Turret and Elite Jedi Squad.
Space: (12)4 X-wing Red Three
4 Y-wing Gold Squadron
4 Bravo N-1 Starfighter
With eight Interceptors, the normally vulnerable Bravo should last far longer than it's used to.
Battle: (6)2 Jedi Intervention
4 Pilot's Dodge
This deck needs very few Battle cards, which is fortunate, as it will need all of its Force for Intercepting. The Intervention will help in a pinch if an arena is left without an Intercept unit.
When you draw your initial hand, mulligan all Battle and Mission cards except for A Moment's Rest. The deck uses the minimum number of units allowed, so it's imperative that you start with a hand full of units.
During setup, be sure to place units evenly over the three arenas. That way you can take advantage of the Regroup on Yavin and be prepared to drop A Moment's Rest on an Interceptor at any time. In the past, the Rest was used as a defensive measure to make sure you didn't lose an arena. Now, with Intercept, it allows for an all-out attack! The best time to use it is when your opponent has a single huge unit in the arena and you have two or three units and an Interceptor (of course!) Your opponent might not retreat it for fear of losing the game and will only mount one attack for you to Intercept. Another great time to use it is when you are trying to come back into an arena. Say you have two or three units in Space and your opponent has three or four. Playing A Moment's Rest on your Interceptor will allow your small fleet a chance to knock out a Dark Side unit or two without losing any itself, that is, if your opponent doesn't retreat all of his Space units and risk losing the game!
This deck might take a bit of practice, as determining the best time to play the Rest can be tricky. Next week, I'll show you a Dark Side deck that's tricky in a whole 'nother way…
©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.