I am doing this to help myself learn the decktypes just as I hope it helps people coming back to the game or people who have never played the decktype to understand it. In order to get these lists, I have looked at decklists from the top events such as the MPC, Texas and Worlds. With that said, I am not an expert nor all knowing about these decks and would appreciate constructive criticism on card choices and strategy choices as well. My plan is to keep an updated version in the first post by editing it when good information is brought to my attention.
Our subject today is the Imperial Entanglements Objective. My list is based on the deck that the Southern California Team brought to Texas. This version uses reacting AT-ST's. There are other versions that use sandtroopers and dewbacks and also some that use unique troopers, however none of those lists have appeared at the top in championship level events, so I have gathered this is the best basis for this deck. Well, enough rambling. On to the list with the card choices. Some might be a little obvious, but just bear with me. The Format for my card reviews is: Card Name - Why It is in the deck.
We Would Like To Avoid Any Imperial Entanglements
Starting (9)
Imperial Entanglements/No One To Stop Us This Time
*Tatooine – Premier version. Power + 1 at sites is a tiny, but useful boost
*Devastator – I use non virtual because of the ability 2 pilot, some people like the virtual version for the follow text for a counter beat. It's your choice really.
*Tatooine: Desert Heart – It's a 2/1 and gets you a desert for sandwhirl. I like to keep this site in the middle so my sandwhirl doesn't have far to go to get the target.
*Prepared Defenses – Three effects is good
*Fleet Security Protocols – Key card that pulls the command station and sets up the devastator
*Imperial Arrest Order – Keeps the Nabrun beats at bay and adds forfeit to most of the characters in the deck
*Aratech Corporation (V) – Helps get out the AT-ST's and endor pilots and adds power and forfeit.
*Knowledge And Defense (V) – Gotta put them D-Shields somewheres.
-12 shields
Locations (5)
***Star Destroyer: Command Station – Great text to set up a powerful devastator
*Tatooine: Jundland Wastes – Light side needs 6 ability to draw destiny and force drain +1. Whats not to love?
*Tatooine: Mos Eisley – A solid 2/1 site
*Tatooine: Mos Espa – A solid 2/1 site and light drains at -1.
*Tatooine: Watto's Junkyard – A solid 2/1 site
Characters (19)
*Admiral Chiraneau – Drop him at the system for a drain of 2 at Tatooine.
*Admiral Ozzel – Good pilot that deploys for free
*Arica – Undercover spy to prevent drains at opponents sites
*Captain Godherdt – Raises armor of the devastator by one which is good since shooting it down is the only way to kill the devastator
*Commander Daine Jir – pullable by the command station for a controlling presence
*Commander Praji (V) x2 – can pull up to two pilots out of reserve during control phase, and loops grond
*Corporal Derdram (V) – put him at the command station to prevent invasion by spies
*Corporal Vandolay (V) – good vs WYS objective since smugglers are forfeit -2
*DS-61-2 – Adds 3 to power and combos with Vader to protect the devastator
*DS-61-5 – High forfeit and combos with Vader to protect the devastator
*Darth Vader (V) – put him on the devastator to reduce a destiny that may threaten you
*Grand Admiral Thrawn – gives two battle destiny at the system. Some use virtual version and have dreadnaught backup for the devastator
*Lieutenant Arnet – endor pilot to pull with aratech and combos good with blizzard scout 1 and tempest scout 1
*Lieutenant Cabbel – subtracts one from opponents battle destiny
*Lieutenant Grond (V) – endor pilot to pull with aratech and combos with praji to cancel a drain every turn
*Lieutenant Watts (V) – endor pilot to pull with aratech and combos with marquand
*Major Marquand – endor pilot to pull with aratech and combos with watts
*Sergeant Barich – endor pilot to pull with aratech. Some lists include another biker scout to use his text of cancelling some power and attrition
Starship (1)
*Katana – another capital ship in your arsenal
Vehicles (6)
*Blizzard Scout 1 (V) – ability two pilot, reacts, and can cancel game text of a character if you use an AT-AT
*Tempest Scout 1 – reacts for free, good with Arnet piloting
*Tempest Scout 2 – good reacting AT-ST that needs a pilot
*Tempest Scout 3 – ability two pilot and reacts
*Tempest Scout 5 – reacting AT-ST that boosts total power at the site
*Tempest Scout 6 – deploys as a react for 1 and ability 2 pilot
Effects (8)
**Imperial Domination (V) (x2) – Has retrieval and effectively ups your average destiny. Deploy both and reap twice the benefits
Imperial Justice (V) – Helps you survive playing decks where multiple destiny draws are common like WYS and TRM.
Protocol Failure – pulled by a shield or vandolay. Loop with lightsaber deficiency to cancel a drain often.
<>Sandwhirl – clears characters from your tatooine site with no risk to your guys in the AT-ST. Very useful
*Something Special Planned For Them (V) – grabber, but the main use is to retrieve a starship should it be lost. This card means it is not the end of the world if your opponent manages to kill the devastator
*Tatooine Occupation (x2) – A main source of damage for this deck. There is two in case the opponent cancels one
Interrupts (12)
*Cease Fire! - stops weapons from being fired in battle. Another card to help the devastator stay alive
Cold Feet (V) (x2) – pulls the grabber that retrieves the starship or pulls a D-Shield
Ghhhk & Those Rebels Won't Escape Us - A wonderful utility card that can do many things, one of which is let you live without fear of a beatdown
Imperial Barrier - Prevent a troublesome card from battling this turn. Take that Medium Transport (V)
Lightsaber Deficiency (V) – cancels some good light side cards and loops protocol failure from lost pile
Trample – good out of battle character removal.
*We Have A Prisoner & *I Can't Shake Him! (x2) – can get lots of good pilots out of the deck like praji. Still not sure why the combo is used and not the regular I can't shake him v because I don't see the advantage of the capture text.
*We Must Accelerate Our Plans – gets effects out of the deck
*Why Didn't You Tell Me? (V) (x2) – cancels a destiny draw to power or attrition by Luke SITF etc. or can get a card that is trapped at the bottom of the force pile.
61st Cards
AT-ST Dual Cannons v
Sneak Attack
Nothing Can Get Through Our Shield v
A Bright Center to the Universe v
Program Trap v - more medium transport v protection
Strategy
First Turn: Hope you didn't activate the command station and pull it with fleet security protocols. Pull Daine Jir with the command station and deploy him there. I usually like to get a pilot on the bridge of the devastator as well so it can draw a battle destiny. That should give you a power 13 fully immune ship that draws a destiny. Using your objective, deploy a site from reserve deck to tatooine, preferably a 2/1 to give more activation. Usually thats all you can do, so draw some and pass to the Light Side
Mid Game: In space try to get the devastator beefed up with Vader and Godhert to prevent getting shot down, and get Dedram to the command station to prevent a spy from infiltrating the devastator. Praji is key to getting all the pilots out so get him down ASAP. On the ground use aratech corporation to get AT-ST and pilot combos to flip the objective. I usually flip the objective on the third turn. Get occupation set up as fast as you can and you could be doing 10+ damage a turn, if the opponent leaves you alone. If they don't, use the reacting vehicles to overflow your opponent and set up trample.
End Game: Maximize your damage potential while keeping yourself protected from beatdowns by holding a ghhhk and keeping enough force to react. Then drain and occupation them till they are dead.
Match-ups
This is my weak area right now so I wont have much to say until I can build more of the top decks and do some playtesting
Echo Base Operations: Typical builds focus on space and have a little ground backed up by an icestorm. Set up the devastator first then go to ground. Pull the resistance shield to limit their drains to 2 and you should be able to out damage them. you can even invade thier planet if you want once Tatooine is secure since icestorm will not bother your AT-ST's and they usually don't run much ground.
I hope you like this review. Let me know if you have any suggestions. Thanks for reading
