Ultimate Power - Ultimate Control Author David "dawi" Akers Description Manip 101, Don't play the Dark Side be the Dark Side. Cards: Objective Set Your Course For Alderaan/The Ultimate Power In The Universe Locations (11) Alderaan Cloud City: Downtown Plaza Cloud City: East Platform (Docking Bay) Coruscant: Docking Bay Death Star Death Star: Docking Bay 327 Death Star: Docking Control Room 327 Death Star: War Room Executor: Docking Bay Hoth: Ice Plains Tatooine: Docking Bay 94 Characters (13) Darth Vader x2 Darth Vader, Dark Lord Of The Sith Djas Puhr Grand Moff Tarkin x2 Jabba the Hutt M'iiyoom Onith x4 Mara Jade, The Emperor's Hand x2 Starships (2) Boba Fett in Slave I Zuckuss in Mist Hunter Interrupts (24) Alter x5 Elis Helrot x2 Masterful Move x2 Monnok x4 Sense x5 Set For Stun x2 Sniper Twi'lek Advisor x3 Effects (7) Bad Feeling Have I Come Here You Big Coward! Reactor Terminal Resistance Search And Destroy There'll Be Hell To Pay x2 Weapons (2) Mara Jade's Lightsaber Vader's Lightsaber Strategy Manipulation 101 I never really liked the idea of playing manipulators until The ultimate power objective came out. This new objective provides some very critical components to making manipulators work. Here are the advantages of the Ultimate Power Manipulator over other types (Jabba's Palace etc). 1. More Force. By deploying the Death Start Docking Bay 327 Control Room you can fetch all the docking bays in your deck on the first turn. I play with 4 in addition to the 327. That gives me an average activation of 12 on the second turn of the game depending on what my opponent is playing. On the second turn you can go get the War room for an additional 2. This speed is what provides the critical force needed to fuel a manipulator. Immune to Revo, BTW. 2. Safety for Myoom Onith. No matter what happens with her at the Control room you are safe the worst they can do is get a spy down with some characters to take her out. Just deploy her to the war room again. You take no battle damage from battles on the Death Star. 3. The quick docking bays plus the safety for Myoom onith make it easy to set up Resistance for numbers protection. Put her at the docking bay and Put Mara with LS and another 4 ability down else where. Manipulating their hand can keep out the suicide mains. You loose only two from the inserts. So by now you have a good feel for the basic behind the Ultimate Power Manipulator let me take you through the first few turns just to make sure. Because you start the Objective you go first. Draw your hand, You will get one character maybe two and some SA one location, etc. Here is an average opening hand: Tatooine Docking Bay 94 M'iiyoom Onith Mara Jade Alter Masterfull Move Sense Sense Twilik Advisor How do you open? Well against most decks I would activate my 5-7 depending on their start. Fetch the Docking Bay Control Room drop M'iiyoom there pull out the rest of the Docking Bays from reserve, deploy the one from hand and pull up the rest. Against anyone who starts an alterable effect (Yarna, Goo Nee Tay, Echo Base Garrison) I would try to drop Mara and Alter it. I would still drop here at the control room to get all the force going. Early alter of critical starting effects go along ways to shutting down peoples strategies. The second turn you should be getting between 10-14 force. Now it's time to start the lock down, Here is the basic manipulator strategy. First: Determine what they are playing. If you have enough force to do a Monnok lost and a M'iiyoom Onith I suggest hitting them with a monnok first. This will let you see what they have (any males for M'iiyoom to kill? Any Shocking Revs?) You might get lucky and knock out a few and not have to scan with M'iiyoom or if you do maybe you only spend 9 instead of 11. Second: Maximize your force. Deploy the War room from reserve. Third get a High Ability Character down for SA. Preferably not Vader to start with. UF is a pain early in the game. If you feel comfortable you can drop Vader just make sure you can keep the high ability characters of the table Do not put Vader down against a MWYHL until you are sure you can handle UF. The next few turns consist of a barrage of Monnoks Used and Lost, M'iiyoom Onith and getting one character down per turn. If you have a good drain, try Monnok Used if more than 12 (use Set For Stun to insure this) down to 8 drain for 2 scan for 6. You should be able to get a good rhythm going. Dropping Search and Destroy is the final stage of getting the lockdown in place. If everything goes well they should be loosing 3,2,and 1 from drains (you cant drain from the death star docking bay), 2 for Search and Destroy. Course it never works out exactly like that but even half that is enough to win against most decks. Combined with Monnok lost damage and M'iiyoom Damage in addition to Alter and Sense cancellation you should be able to force through 6 force loss per turn. If they do get someone down (leia) Elis over for the smack down, monnok them lost first to make sure your safe then go WWF on them with Vader/Tarkin. All of the above was basic manipulation 101 How to play this deck vs. Certain Types Against Ops: two kinds of ops Mains and vehicle/ship ops starting Yarna. If they start yarna Alter it Asap. They have to occupy 2 battle grounds to make it work, so you have a good shot at getting it first turn, if not battle them of a few battle grounds and then alter it. Monnok lost still hurt if you get rid of the multiple Hojix or It's a Traps. If they have Yarna in full effect get the number of cards in their hand, if they have 12 set for stun an op then monnok them lost for all their ops and vehicles/ships. Then on the same turn apply a beat down to the speeder the op left all alone. Don't try to win the game with one battle. Play smart, you can SA many things against ops. Against: EBO/HB/other Space Space is three flavors: Mains and Crew M'iiyoom Onith and SA wreaks this Swarm Monnok and SA wreaks this Numbers Monnok Lost and Resistance and M'iiyoom Onith wreaks this Get your effects down and when ready SFS a pilot back (captain Han) scan with M'iiyoom Onith and battle the left over ships with Zuckuss. Your not going to win with a space beatdown so don't try. Just keep them of the big system and keep up the 5+ loss from the ground. Resistance will help against Huge drains but if this is big in your area you should put in Battle Order. Against MWYHL- Your thinking this is a bad match up but it's not really bad at all. Tech cards against MWYHL are Set For Stun and Reactor Terminal. Reactor Terminal? Sure. They can't alter it with the number of sense your playing and you use it to set up your low destinies to get rid of annoying things like Rebel fleet, Goo Nee Tay, or whatever. Then after luke/or whoever is done with the first test you Set for stun him with a recycled Masterfull Move (note use reactor terminal if you don't know if they have a grabber or not) this causese the Test to be lost and prevents furter testing, to add insult to injury scan with M'iiyoom Onith go kill him off for good. Manip and The Drop your guys spread and Drain. Key things to remember are drop CHYBC to prevent retrieval, don't put down vader unless you need to to win the game, Uncontrollable Furry hurts bad. Don't deploy all your locations recycle a few to alter and Sense with Mara. Agaisnt Profit: Don't start aliens set Miyoom up at Control Room and Mara with saber at Cloud City DB and Vader Tarkin Combo at Tat Docking Bay or Downtown Plaza all the while maniping the mains out. After Han is freed, Use Set For Stun in your control phase and return him to his hand then Miyoom him out. Game Over. Elis Vader/Tarkin for beatdown on leah or whoever. Numbers of Any Kind, Manip and Monnok lost to take out the multiple inserts. Resistance to lessen the blow. S&D and drains will wear them down. If the opponent is playing Shocking Revs, sense. If playing scrambled trassmission, fetch a grabber and grab SR. Deploy another Miyoom and start again. Against Throne Room Mains w/wo Revos Get M'iiyoom down and start manipulating. They will try to beatdown on her, if they do CHYBC will make them irrelevant. Drain from Cloud City. Get down another M'iiyoom and begin messing with them again. You get to much force and they don't get enough. Should win easily if you can get over them in SA. Don't SA useless stuff against save them for important effects/interrupts. This deck is the darkest deck the empire has available right now, so if you have a dark side you just might want to try it out. Don't just play the Dark Side, be the Dark Side.