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The upcoming Enhanced Menace of Darth Maul (EMDM) product for Young Jedi features
the new concept of Wild Cards. Like all ground-breaking concepts, this could use
some explaining. Let's start with the rules you'll find when you rip open your
EMDM pack along with a special, premium Wild Card character and four Menace of
Darth Maul boosters:
Wild Cards - A wild card has two or more white deckbuilding dots. The position
of each white dot indicates a dot color that wild card can be used for. A wild
card with six white dots can go into any dot color! However, you can only put
one wild card in each dot color. Thus, you can have up to six wild cards in your
deck if you like. (They don't all have to be copies of the same card.)
If you go with the maximum of six wild cards, then each of your six dot colors
will have nine cards of the appropriate color plus one wild card as the tenth
card in that color. It's easy to check a deck for proper construction. Just make
piles by dot color and then fill in with one wild card per pile to make ten in
each.
This opens up a lot of new deckbuilding strategies. Have you ever just won a planet
and, after you Even Up, you find no characters in your hand to hold the next planet?
It doesn't happen often, since there's 30 characters in each deck, but I've seen
it happen in tournament play. Now you can add three more characters to your deck.
Each of your non-character deckbuilding dot colors (namely Yellow, Orange and
Purple) can have a single Wild Card character there.
Secondly, you've got more combo possibilities with Wild Cards. You say you like
to slap down Darth Maul and a weapon to knock those pesky Jedi off the planet?
Okay, how about 14 Darth Mauls to go with his 10 weapons in the deck? You can
put five Wild Card Darth Mauls in every dot color except orange (you'll want to
keep those 10 weapons) and add that to your other 9 red dot Mauls for a total
of 14. That should get your combo going.
Here's a deck design featuring just that combo using Wild Card characters from
Enhanced Menace of Darth Maul. You might have noticed that this is an update of
the Darth Maul deck on Decipher's website. By adding some Wild Cards, we raised
the average destiny of the deck from 3.72 to 3.87. Every little bit helps! You'll
like this deck even more when you see what Maul's game text is... but that would
be telling (or you can just check out the image we have right here on site! J).
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WHITE = WILD CARD (up to 6 may be used in each deck design)
P4 - EMDM - Darth Maul, Sith Assassin x5 |
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RED
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ORANGE
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71/DM - Darth Maul, Sith Apprentice
x4
71/BN - Darth Maul, Dark Lord of the Sith x5
P4/EM - Darth Maul, Sith Assassin |
109/BN - Darth Maul's Lightsaber x5
107/JC - Darth Maul's Sith Speeder x5
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BLUE
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YELLOW
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88/JC - Aks Moe, Senator x9
P4/EM - Darth Maul, Sith Assassin
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122/JC - Let Them Make The First
Move x2
127/DM - Opee Sea Killer x2
129/DM - Sandstorm x3
130/JC - Vote Of No Confidence x2
P4/EM - Darth Maul, Sith Assassin
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GREEN
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PURPLE
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91/DM - Sith Probe Droid, Spy Drone
x4
94/JC - Sith Probe Droid, Hunter Drone x5
P4/EM - Darth Maul, Sith Assassin
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135/DM - Tatooine: Desert Landing
Site
136/JC - Coruscant: Galactic Senate
137/DM - Naboo: Gungan Swamp
137/BN - Droid Control Ship, Trade Federation Transport x6
P4/EM - Darth Maul, Sith Assassin
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